stefanhendriks Posted April 28, 2005 Share Posted April 28, 2005 Its out. And its so hot from the press that even the team has not seen it before ;) Since its still alpha, i do not have to take 'care' that all bugs are removed although i am pretty sure this version has a lot of bugs fixed. Problem is, when you add new features, you most likely add new bugs too. This new version contains:- mod choosing- map choosing (regions)- intro playbacksounds all easy and all, costed me a few nights to code ;)In-game mostly bugs are squished, but i am sure things are missing, report them here.2 version available now:- LIGHT / Simplified GIF files for intro (also is a bit faster in the intro and looks odd sometimes)- FULL / like dune 2 , with a few parts missing since dune 2 bugs me with those parts of the introReferences / links for more info on specific features:http://www.dune2k.com/forum/index.php?topic=17307.0http://www.dune2k.com/forum/index.php?topic=17295.0For a feature that will likely come in:http://www.dune2k.com/forum/index.php?topic=17291.0Bug reports here please!, thanks!Again. Thanks go out to the team for their support and everybody else who tests this and keep us motivated! Send us love mail, money, etc! :D ;) Quote Link to comment Share on other sites More sharing options...
DuneFan Posted April 28, 2005 Share Posted April 28, 2005 Bug report..I choose the atreide first scenario make windtrap and rafinery and the harvester come and go down to colect spice and dissapear and never came back...... Quote Link to comment Share on other sites More sharing options...
Gilneas Posted April 29, 2005 Share Posted April 29, 2005 On the news page, it says version B was released one day before version A ;) Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted April 30, 2005 Author Share Posted April 30, 2005 only if you read quick...Release A = 19 aprilRelease B = 28 april Quote Link to comment Share on other sites More sharing options...
Universal Posted May 2, 2005 Share Posted May 2, 2005 Hey Stefan I've noticed that in the Alpha versions unit cant shoot or attack each other are you working on that for the next release. Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted May 2, 2005 Author Share Posted May 2, 2005 yes that is correct. Its planned for a next release ;) Quote Link to comment Share on other sites More sharing options...
Universal Posted May 2, 2005 Share Posted May 2, 2005 BUG REPORT:During the construction of a building a quarter of the way done it will stop deducting credits, , and when building a structure and if you move the structure slider the place notification will only appear after you return to the structure. This also works when the structure icon is halfway visible,barracks cant be placed on 4x4 slabs.I also believe you will be able to order from the starport in the next release,MCV'S DEPLOY, and you will be making a super dune 2 version of Bene Gesserit or Arrakis.Suggestion: When choosing a building it should slide a bit quicker, remove the feature that allows buildings(repair etc...) to be placed tiles and tiles away from structures. What would be amazing would be to be able to choose 7 houses from the menu(3 regular and fremen,corrino,sardaukar,and mercenary).Other than that GREAT JOB AND CAN'T WAIT TILL THE NEXT RELEASE. Quote Link to comment Share on other sites More sharing options...
nemafakei Posted May 2, 2005 Share Posted May 2, 2005 Why make Corrino and Sardaukar different? Quote Link to comment Share on other sites More sharing options...
Benneke Posted May 2, 2005 Share Posted May 2, 2005 Bug report:I ordered my tanks to move past a piece of impassable terrain. (you know: the kinda only infatry can move on) When my tanks moved against the terrain they stopped moving (duh) but refused to go anywhere, even if I ordered them to go back to where they came from. They just stood... and stood... and stood... Keep up the good work! Quote Link to comment Share on other sites More sharing options...
Universal Posted May 3, 2005 Share Posted May 3, 2005 I was thinking maybe that the Sardaukar could be called in as reinforcements like the fremen in dune 2. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted May 5, 2005 Share Posted May 5, 2005 Yeah, like making Sardaukar a special unit/weapon of House Corrino. I thought of that. Perhaps it was originally intended in Dune 2 to make a Sardaukar superweapon alongside with a Fremen one (pehaps for HK?). That's what a Sard icon is in the Dune 2 unit icons set, I suppose. Quote Link to comment Share on other sites More sharing options...
Universal Posted May 5, 2005 Share Posted May 5, 2005 yes so that you can build the regular sardaukars but the elite sardaukars will come in as reinforcements. Quote Link to comment Share on other sites More sharing options...
nemafakei Posted May 5, 2005 Share Posted May 5, 2005 Well, the icon's there in DII partly for the mnetat screen, partly for the manual, and partly in case you capture the necessary buildings. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted May 6, 2005 Share Posted May 6, 2005 Hm, I though the small ingame icon was never used, since Sradaukar infantry, as well Fremen ones, are just troopers of the appropriate House with better-than-ordinary-troopers characteristic. Say, there are two icons for Fremen - one's a single Fremen, the other's a group of two - but only one got used in-game for the Palace superweapon icon, while the units themselves have trooper icons. Quote Link to comment Share on other sites More sharing options...
nemafakei Posted May 6, 2005 Share Posted May 6, 2005 Also, if you click on a unit, its icon comes up in the sidebar. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted May 10, 2005 Share Posted May 10, 2005 Hey Stefan, have you received my mail with remapable menu buttons? Just in case I've actually forgotten to send it... :D Quote Link to comment Share on other sites More sharing options...
Falknhayn Posted May 14, 2005 Share Posted May 14, 2005 Nice work stefan, looks clean. Great graphics and useful gui. Looking forward to future releases. Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted May 16, 2005 Author Share Posted May 16, 2005 thanks.I've read some interesting stuff about units movement, and way less cpu costs. It should make it possible to move hundreds of units without any noticable slow down. Its in my thoughts, but i have no time to code it yet. Quote Link to comment Share on other sites More sharing options...
Universal Posted May 16, 2005 Share Posted May 16, 2005 hey stefan do you have a *.ttf version of all the dune 2 fonts. GOOD NEWS : GOT MY MOTHERBOARD AND MY COMPUTER WORKS NOW SO PRODUCTION WILL BEGIN. Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted May 16, 2005 Author Share Posted May 16, 2005 i dont have ttf files. I thought i have .fon files somewhere. But you can find them in the d2tm package as well (look in the data folder) Quote Link to comment Share on other sites More sharing options...
Universal Posted May 16, 2005 Share Posted May 16, 2005 ok it looks like i will be needing my xcc mixer. Quote Link to comment Share on other sites More sharing options...
Will Posted June 9, 2005 Share Posted June 9, 2005 Bug report:when upgrading the Atreides Light Factory, the icons change to those of the WOR. When the upgrade is finished, they turn back to Light Factory icons. Quote Link to comment Share on other sites More sharing options...
Will Posted June 9, 2005 Share Posted June 9, 2005 Furthermore, it's not possible to stop or cancel construction or repair of a structure or unit.When building a unit or structure, the credits are deducted at once and only then does construction commence.When building a unit or structure, and the icon on the bar at the lower side of the screen is not entirely in view, you can't see the construction progress. It looks like you're not building it. Quote Link to comment Share on other sites More sharing options...
ant222 Posted July 16, 2005 Share Posted July 16, 2005 Hello everybody.I think a have made a foolish mistake, belonging to the class of ones which are very hard to find.I downloaded the game, Bene Gesserit version alfa 2, and launched it. I successfully started a scenario and found that my and enemy units didn't want to fight. I might drive a quad near enemy units, even between the buildings of his base, but neither I nor the enemy units could fire! All his battle units just stood motionless. However, his harvester and carrier behaved normally, as if nothing had happened. What is the matter?In the .log file I found several warnings:WARNING: Exeptional high RUNNING_TIMER_TENTH; fixed at 40WARNING: Exeptional high RUNNING_TIMER_UNITS; fixed at 20WARNING: Exeptional high RUNNING_TIMER_TENTH; fixed at 40WARNING: Cannot identify house/controller -> STRING 'Fremen'Thanks in advance, Anton. Quote Link to comment Share on other sites More sharing options...
nemafakei Posted July 16, 2005 Share Posted July 16, 2005 "I might drive a quad near enemy units, even between the buildings of his base, but neither I nor the enemy units could fire"This is not a bug.It's an alpha. Stefan is working on creating all the code for that sort of stuff. You'll also notice there's no attack cursor (or, for that matter, a deploy for the MCV). Quote Link to comment Share on other sites More sharing options...
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