MrFlibble Posted June 2, 2004 Share Posted June 2, 2004 I mean, to make a final, 1.0 release. Although the current version is quite playable, there is still a number of things that could be improved, e.g.:General:- crude white menu buttons- VERY HIGH game speed; some animation sequences like infantry movement, smoke from damaged vehicles and sand flowing from a harvester are too fast and thus rapid and look bad- sand dunes don't lower the speed of units that move across them- for some obscure reason, the Sardaukar picture is used to represent a TrooperGameplay:- all houses are have the same technologies except for super weapons and special tanks, e.g. Ordos have Trikes and not Raiders, and can build Missile Launchers; all houses can build Ornithopters- you can select three other houses, the Fremen, the Sardaukar and the Mercenary, but they seem to be similiar to the initial three houses- the unit cost for units you can order from a Starport never varies (in Dune 2 it would vary approx between 65 and 125 percent of the initial cost), and there's never an 'out of stock' situation- no graphics that would show the load progress of the superweapons- carryalls don't permanently patrol the skies and don't carry damaged vehicles to repair yard and back to field when repairedGraphics:- the damage craters tend to permanently cover all other graphics, for instance, if some rocky area has craters, the crater graphics will remain even if you build some structure over that area- windtrap's flag's color always remains red, no matter which color has it's owning player- radar on the outpost doesn't rotate- when tanks are moving, their turrets don't rotate to face the direction they move (as in the original Dune 2)- some ground vehicles don't leave tracks on sand/spice- no decay graphics for dead infantryMap Editor:- ability to save, open and load multiple mapsI suppose all those things would be easy to modify, won't they? I, for one, could make Dune 2-style buttons for menu and GUI. Quote Link to comment Share on other sites More sharing options...
Cyborg Posted June 2, 2004 Share Posted June 2, 2004 I might find the time to do those minor changes in the General section of improvements... Quote Link to comment Share on other sites More sharing options...
_Gumby Posted July 4, 2004 Share Posted July 4, 2004 I mean, to make a final, 1.0 release. Although the current version is quite playable, there is still a number of things that could be improved, e.g.:General:- crude white menu buttons- VERY HIGH game speed; some animation sequences like infantry movement, smoke from damaged vehicles and sand flowing from a harvester are too fast and thus rapid and look bad- sand dunes don't lower the speed of units that move across them- for some obscure reason, the Sardaukar picture is used to represent a TrooperGameplay:- all houses are have the same technologies except for super weapons and special tanks, e.g. Ordos have Trikes and not Raiders, and can build Missile Launchers; all houses can build Ornithopters- you can select three other houses, the Fremen, the Sardaukar and the Mercenary, but they seem to be similiar to the initial three houses- the unit cost for units you can order from a Starport never varies (in Dune 2 it would vary approx between 65 and 125 percent of the initial cost), and there's never an 'out of stock' situation- no graphics that would show the load progress of the superweapons- carryalls don't permanently patrol the skies and don't carry damaged vehicles to repair yard and back to field when repairedGraphics:- the damage craters tend to permanently cover all other graphics, for instance, if some rocky area has craters, the crater graphics will remain even if you build some structure over that area- windtrap's flag's color always remains red, no matter which color has it's owning player- radar on the outpost doesn't rotate- when tanks are moving, their turrets don't rotate to face the direction they move (as in the original Dune 2)- some ground vehicles don't leave tracks on sand/spice- no decay graphics for dead infantryMap Editor:- ability to save, open and load multiple mapsI suppose all those things would be easy to modify, won't they? I, for one, could make Dune 2-style buttons for menu and GUI.I downloaded the source and fixed the following things:-Radar animates now-Repair Bay animates when there is something being repaired-Starport has varying prices, anywhere between 65% and 125%. Havent done 'out of stock' yet-Only Atreides can get Ornithopters now-Atreides cant build WOR-Atreides can build barracks-Harkonnen cant build barracks-Added Ordos Raider, but i wasnt sure of the stats, so its just a fast trike atm (anyone know the proper stats for it? adding the raider also screws up any multiplayer map, so you'd have to create them again...)-Fixed Trooper Icon-Added speed penalty for travelling over dunesIts not everything, but im hoping to keep at it for a while, see if i can get most of those things you listed working. I wasnt too sure of the tech tree's, ie, if ordos can build barracks and WOR or whatever, so hopefully thats all correct.Also,-the game speed can be modified by using - and + keys (for some reason, a lower 'speed' makes the game faster...)-the extra 3 houses are just the normal 3 houses with different names, Fremen = Atreides, Saudukar = Harkonnen and Mercs = OrdosIf there are any other fixes, let me know and i'll do my best to fix them, but no guarantees, as I really dont know my way around the source just yet :)I know that the refinery and starport 'lights' are supposed to change when a harvester is returning or a frigate is coming in, but im not sure how to do that yet :)I'll either post the source here in a few days or submit it to the sourceforge cvs, depending on if i i can figure out how to submit to sourceforge :)_Gumby Quote Link to comment Share on other sites More sharing options...
vidiware Posted August 26, 2004 Share Posted August 26, 2004 Hmm.. I've got Huge problems with Allegro and Visual C++... How do you install it properly?Are you updating the source via CVS or something? Quote Link to comment Share on other sites More sharing options...
t1t0 Posted August 27, 2004 Share Posted August 27, 2004 i can' compile it under linux:lot of errors because linux is case sensitive, example: Main.h is different from main.hother errors about multi-definition of some classesyou can resolve them useing#ifndef GUI_H#def GUI_H// class and other here#endif Quote Link to comment Share on other sites More sharing options...
martinreichl Posted August 31, 2004 Share Posted August 31, 2004 Good news for all using linux.I did some changes to 0.92b2 so it can be compiled in linux und msvc correctly.But some problems are new:1. intro does not work anymore2. campaign does not work in linux. But we (me and Gumby) will have a look at that.Well, Don't use CVS at the moment, it first has to be fixed. Stay tuned,if there are any efforts I'll post it here. Quote Link to comment Share on other sites More sharing options...
t1t0 Posted September 1, 2004 Share Posted September 1, 2004 good, i will try itwhy campaign doesnt work in linux?if i will make any changes, can I send you them ? Quote Link to comment Share on other sites More sharing options...
martinreichl Posted September 1, 2004 Share Posted September 1, 2004 CVS should now be up to date.Give it a try and please report if you encounter any problems.>>why campaign doesnt work in linux? I don't know, I'll look at it. Primary goal was to get the linux version compiling again. Quote Link to comment Share on other sites More sharing options...
t1t0 Posted September 2, 2004 Share Posted September 2, 2004 i downloaded dunelegacy from cvs,but i have some errors to compiling it, the first:In file included from Menu.cpp:2:sand.h:429: error: `BORDERTYPE*border' redeclared as different kind of symbol/usr/include/curses.h:517: error: previous declaration of `int border(long  unsigned int, long unsigned int, long unsigned int, long unsigned int, long  unsigned int, long unsigned int, long unsigned int, long unsigned int)'make: *** [Menu.o] Error 1i'm trying to resolve it Quote Link to comment Share on other sites More sharing options...
t1t0 Posted September 2, 2004 Share Posted September 2, 2004 nothing to do... Quote Link to comment Share on other sites More sharing options...
martinreichl Posted September 2, 2004 Share Posted September 2, 2004 try to comment line 517 in curses.h.border is declared two times in curses.h and the second declaration works.but keep it in mind, perhaps some day you need the remove the comments. Quote Link to comment Share on other sites More sharing options...
t1t0 Posted September 2, 2004 Share Posted September 2, 2004 i can't comment the 517 linebecause i will have other error in other curses.h members that use this definition of 'border' ...why do you use curses.h (and/or what extern include does it use)? Quote Link to comment Share on other sites More sharing options...
martinreichl Posted September 3, 2004 Share Posted September 3, 2004 curses is used to draw some borders around boxes. I think it's included from the gcc.I did not write the code and don't know any other solutions/workarounds to this problem atm.Perhaps you find something.Btw:Campaign now works on linux. Quote Link to comment Share on other sites More sharing options...
t1t0 Posted September 4, 2004 Share Posted September 4, 2004 i can try to change all 'border' variabiles in your source in dune_borderyou can accept this? Quote Link to comment Share on other sites More sharing options...
martinreichl Posted September 4, 2004 Share Posted September 4, 2004 that worked.I was confused by this curses stuff because it handles graphics too.But the gcc looks for a external definition of border and finds curses too, win32 doesn't have this error. Quote Link to comment Share on other sites More sharing options...
vidiware Posted September 5, 2004 Share Posted September 5, 2004 Can u please put up a compiled version for download at sourceforge? Quote Link to comment Share on other sites More sharing options...
martinreichl Posted September 7, 2004 Share Posted September 7, 2004 linux or win32?win32 is already up (0.93b2)fixed sourcecode and compiled linux will be up today.update: uploaded recent source, data (images,sound) and linux binary to sourceforge. Quote Link to comment Share on other sites More sharing options...
martinreichl Posted September 14, 2004 Share Posted September 14, 2004 I added music in ogg format for download, so people without midi hardware can enjoy better instrument samples (better than timidity anyway I think).I used a Yamaha PSR 3000 for playing and recording.Do you can listen to the music in linux? No music on my linux system so far... Quote Link to comment Share on other sites More sharing options...
neonext Posted September 16, 2004 Share Posted September 16, 2004 i just got finished converting the dune 2 midis to ogg format for my newest pc dune 2 clone. are yours almost perfect copies of the original scores? (only losing a little bit of quality due to the encoding into ogg format) Quote Link to comment Share on other sites More sharing options...
martinreichl Posted September 16, 2004 Share Posted September 16, 2004 I don't know how perfect the tracks are, could be that not all are original. Don't know exactly...Here you can download two samples:http://vl11s33.smart-servers.de/~maddien/dl/dunemusic Quote Link to comment Share on other sites More sharing options...
martinreichl Posted September 20, 2004 Share Posted September 20, 2004 Updated CVS:new: Radarstatic animation if radar turns on or off.fixed: Fast animation of sand from harvester, fast animation while smokingfixed: Gamespeed is saved in savegames, so old savegames won't work anymore =(fixed: bug which caused "exit to menu" crashing sometimesdiscovered bug:if you play a game with double buffer or fullscreen disabled and then load a savegame (of this game) with double buffer AND fullscreen, your color must no be the right one. (i saved atreides and got harkonnen)but the radar points have the right color.Workaround: Play, save and load with same settings of fullscreen and double buffer.another bug:prices aren't shown in linux Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted September 20, 2004 Author Share Posted September 20, 2004 Should you need more GUI elements, just ask me ;)Concerning the Dune music, I've done some work to identify the 'purpose' of the tracks, while they were originally given by numbers, and divided into 'peace', 'attack', 'victory' and 'defeat' by TonyD, while there are still more:Mentat screen ambient music - 3 different tracks, one for each House;3 house-special victory tracks (the one victory TonyD used is a final victory sequence);Map selection screen ambient;Also, I've tried to define the correlations between Dune2k and Dune2 tracks, although I'm not sure about some...[attachment archived by Gobalopper] Quote Link to comment Share on other sites More sharing options...
martinreichl Posted September 20, 2004 Share Posted September 20, 2004 A repair button would be nice.I 'll add the missing music tracks to Mentat, special Houses and Mapselection (when built in).Also your message bar is a nice idea,I'll have a look at it.Thanks for your help! Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted September 21, 2004 Author Share Posted September 21, 2004 Here u got it... The repair button (as always, in two modes: normal and pushed), also I've included the ingame settings menu with the switch sound/music on/off dialog, and the fog of war - TonyD planned to add it to DL.As for the music scores, I didn't mean some are missing in the DL package, just there were more categories than TonyD divided the original score into (for example, he put the mentat tracks into the 'peace' category since he didn't plan to use mentat option, or map selection into 'attack'). If you wish, I'll post a table of correlations between old midi file names (e.g. Dune4 or Dune7_01) and the ones I renamed them into.[attachment archived by Gobalopper] Quote Link to comment Share on other sites More sharing options...
martinreichl Posted September 22, 2004 Share Posted September 22, 2004 Ok, I've included the messagebar, the repair button and the upgrade button.But the repair button looks a little bit lost if no other options are available.You can see both on the screenshot.[attachment archived by Gobalopper] Quote Link to comment Share on other sites More sharing options...
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