gunner154 Posted January 10, 2006 Posted January 10, 2006 I don't see why Dune II can run on that (quite sure it can) and why D2TM can't. ;)Is the game THAT system-taxing?
nemafakei Posted January 10, 2006 Posted January 10, 2006 FPS is still an issue when you have more than a dozen units (particularly harvesters). Looks like pathfinding is a major problem, still.That said, it runs pretty beautifully with just a few units.With an AMD Athlon Mobile 3000, 768MB RAM, Win XP Home... FPS dropped as low as 4 with a decent sized base and army moving about.
stefanhendriks Posted January 10, 2006 Author Posted January 10, 2006 the pathfinding is not even being worked on yet, it still uses the old pathfinding code found in the previous versions.Also CPU eating is the alpha blending used, if i don't use it for units etc, it will run faster on older computers. Perhaps i might add such an option..
vidiware Posted January 11, 2006 Posted January 11, 2006 Just another reason for making a options screen :Dhttp://www.vidiware.com now contain's MP3 versions of the Music, compatible with D2TM.
stefanhendriks Posted January 11, 2006 Author Posted January 11, 2006 Just another reason for making a options screen Yes.http://www.vidiware.com now contain's MP3 versions of the Music, compatible with D2TM.See the new thread made for that: http://dune2k.com/forum/index.php?topic=18505.msg297479#new
vidiware Posted January 11, 2006 Posted January 11, 2006 Does your libraries support avi files or any other form for video playback? It would be very cool if we could extract parts from the movies (miniseries and movie) too make the "command & conquer feeling"
stefanhendriks Posted January 11, 2006 Author Posted January 11, 2006 it is possible to play avi files if i code in the correct add-on. But, for D2TM i won't be using such ;)
vidiware Posted January 11, 2006 Posted January 11, 2006 allright.. avi then :PBut I does support the ability to open the data files and inject new graphics instead of the old right (for making a completly freeware D2TM version).Does it/will you add support for text string editing (chaning unit names, mission breefings etc.) so the game may be translated?
nemafakei Posted January 11, 2006 Posted January 11, 2006 "Also CPU eating is the alpha blending used, if i don't use it for units etc, it will run faster on older computers."Would it be possible to blend only units and structures that are actually onscreen? I ask because the number of units and so forth being viewed has no noticeable effect on FPS (but the total number of moving units, particularly stuck and confused units does).
stefanhendriks Posted January 11, 2006 Author Posted January 11, 2006 i think the path finder is the biggest cpu hog. If drawing units is not, then it will not matter for the alpha blending. I already do checks to draw units who are only visible on your screen ofcourse ;)in the future i might add stuff to make the game more editable text-wise. Ie, you can already create your own briefings for the mentats... (check out the briefings directory)
duneaddict Posted January 12, 2006 Posted January 12, 2006 AWESOME JOB keep up the good work CANT WAIT until its done....keep it going...
nemafakei Posted January 13, 2006 Posted January 13, 2006 Stefan, if you're interested, I can turn the prototyping files I have for this into usable ui bitmap components.[attachment archived by Gobalopper]
stefanhendriks Posted January 13, 2006 Author Posted January 13, 2006 I like that very much! (the buttons at the left, etc). I don't know if it will look okay to turn the entire bar into 'yellow' , ie, the icons are grey normally. But , if you can make a few samples, i can test them in-game.
nemafakei Posted January 14, 2006 Posted January 14, 2006 While DII does have concrete beige for its sidebars, its separate building UI is almost all gold; moreover, the grey interface is all very well for four simple buttons in a somewhat old game, but a little offputting for a larger UI. I might try darkening the colours slightly- juxtaposition with the top bar has alerted me to how bright the sidebar is. I'll work on converting them.
vidiware Posted January 15, 2006 Posted January 15, 2006 Don't know if its of any use but i just successfully ran the game under Windows x64 (32bit application mode).
stefanhendriks Posted January 16, 2006 Author Posted January 16, 2006 well thats good to hear ofcourse, yet i am not suprised ;)
Kazuma Posted January 29, 2006 Posted January 29, 2006 I've tried the demo and it's really cool. However I have a gameplay issue because when I move the mouse to the border ingame to move the view around then it scrolls very fast in that direction. Also I wonder will there be a multiplayer online mode? Anyway keep up the good work!
stefanhendriks Posted January 29, 2006 Author Posted January 29, 2006 I fixed the 'too fast scrolling' for the next demo ;)An online mode woul dbe cool, but i have no experience in coding network stuff, so that will be very tough to add. Perhaps some day someone can help me with coding that.
stefanhendriks Posted February 3, 2006 Author Posted February 3, 2006 Notification: On release of demo 2, this post will be made unsticky.
Recommended Posts