dvalin Posted August 21, 2009 Share Posted August 21, 2009 Well, if you open source it right away, you'll get the benefit of others being able to review your stuff and providingfeedback. Getting things done right, better, cooler, slicker+++ to begin with will save you a lot of time,it kinda sucks when you figure out only after you've put in shitload of time implementing something only tofind out afterwards that it could/should be done in some totally different/better fashion later on, especiallyif it's about fundamental design decissions.. :P Quote Link to comment Share on other sites More sharing options...
NA9x2000 Posted August 21, 2009 Author Share Posted August 21, 2009 Please do not post any more requests for the game or the source i'm a fan of open source but i'm sorry i'll not change iti think its a good thing to develop an app however whos using it and as i see there are a lot of people interrested in the game and would like help developing thats really fine and everybody will be happy to see what it was for but when the most is done let you suprise and if you like to see whats the status of the project send me an imPLEASE WAIT FOR THE RELEASE CANDIDATEi hope u will support me in future like in the past Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted August 21, 2009 Share Posted August 21, 2009 lol, you can also do it like I did for my editor... open source, but written in a language no one wants to look at XD Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted August 22, 2009 Share Posted August 22, 2009 feel free to upload them into the dune2k gallery :DWait, do we have a gallery? ??? Quote Link to comment Share on other sites More sharing options...
NA9x2000 Posted August 22, 2009 Author Share Posted August 22, 2009 yea something like that http://dune2k.com/Community/FanArt/a directory of dune 2 fan art created by dune2k members :Dtake a look  ;) Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted August 23, 2009 Share Posted August 23, 2009 Whoah, I've been here for quite some time and never knew about the gallery :O :D ;D Quote Link to comment Share on other sites More sharing options...
NA9x2000 Posted August 26, 2009 Author Share Posted August 26, 2009 do somebody have a clue where i can find some details like e.g. health/damage/buildtime about units and structures?now its going to be interresting the game is already partially like a gamedone:harvesters are harvestingbuilding units and structures works(stupid) moving is also doneto do:new moving & collision detectionattack ranges and attack movingstartport buylistand moreif i can hold this speed the 3rd project is done in septemberwe will seegreetz NA9x2000 Quote Link to comment Share on other sites More sharing options...
NA9x2000 Posted August 26, 2009 Author Share Posted August 26, 2009 addition questioni've extracted all files from intro.pak and finale.pak the most files were correctly extracted from wsa formatbut there still some wsa files they looks like a xmod version based on the wsa file before could it be?examples: i've tried to fix it with different filters (multiply/difference)has somebody an idea how to fix it? Quote Link to comment Share on other sites More sharing options...
NA9x2000 Posted August 26, 2009 Author Share Posted August 26, 2009 here is an actual screenshot  :P  other colors are also available (red,green,blue,pink,brown)the build interface is shown centered with animated building/unit thumbnails (mouse wheel is supported)i don't use seed maps it's a simple ascii map ::) is there an editor that supports something simmilar for export?otherwise i'll implement that feature later :D Quote Link to comment Share on other sites More sharing options...
segra Posted August 26, 2009 Share Posted August 26, 2009 do somebody have a clue where i can find some details like e.g. health/damage/buildtime about units and structures?done:harvesters are harvestingbuilding units and structures works(stupid) moving is also doneto do:new moving & collision detectionattack ranges and attack movingstartport buylistand moregreetz NA9x2000lol, your joking right? you can find most of it using Nyer's editor,http://forum.dune2k.com/index.php?topic=20456.0btw, are you using the original game scripts or are you going to recode it all?just for fun, heres the structures including the runtime ones...Building/Unit Data:file locations are from one of the hitsquad releases and slightly change from exe to exe...Buildings: seg129:0000 (file loc: 0x2f580)Units: seg130:0000 (file loc: 0x2fcb0)00000000 _unitData   struc ; (sizeof=0x5A)00000000 stringID    dw ?00000002 Name      dd ?                    ; offset (00043420)00000006 stringLongID  dw ?00000008 Picture    dd ?                    ; offset (00043420)0000000C optsWocaTuro  dw ?0000000E field_E    dw ?00000010 HitPoints   dw ?00000012 Sight     dw ?00000014 sidebarIconID dw ?00000016 Cost      dw ?00000018 buildTime   dw ?0000001A TechLevel   dw ?0000001C PreReqs    dd ?00000020 field_20    db ?00000021 UpgradesNeeded db ?00000022 sidebarCommand1 dw ?00000024 sidebarCommand2 dw ?00000026 sidebarCommand3 dw ?00000028 sidebarCommand4 dw ?0000002A field_2A    db ?0000002B field_2B    dw ?0000002D field_2D    dw ?0000002F Aggressivity  dw ?00000031 Owner     db ?00000032 indexMin    dw ?00000034 indexMax    dw ?00000036 optsFitW    dw ?00000038 field_38    db ?00000039 field_39    db ?0000003A field_3A    dw ?0000003C MovementType  dw ?0000003E field_3E    dw ?00000040 Speed     dw ?00000042 turningSpeed  dw ?00000044 UnitGfxID   dw ?00000046 turretGfxID  dw ?00000048 field_48    dw ?0000004A field_4A    dw ?0000004C deathAnim   dw ?0000004E weaponRateFire dw ?00000050 weaponRange  dw ?00000052 weaponDamage  dw ?00000054 field_54    dw ?00000056 weaponType   dw ?00000058 weaponSound  dw ?0000005A _unitData   ends00000000 _buildingData struc ; (sizeof=0x60)00000000 idShort    dw ?00000002 Name      dd ?                    ; offset (00043420)00000006 idLong     dw ?00000008 Picture    dd ?                    ; offset (00043420)0000000C buildOpts   dw ?0000000E field_E    dw ?00000010 HitPoints   dw ?00000012 Sight     dw ?00000014 sidebarIconID dw ?00000016 Cost      dw ?00000018 BuildTime   dw ?0000001A Techlevel   dw ?0000001C PreReqs    dd ?00000020 buildOrder   db ?00000021 CYUpgradesNeeded db ?00000022 field_22    db ?00000023 field_23    db ?00000024 field_24    db ?00000025 field_25    db ?00000026 field_26    db ?00000027 field_27    db ?00000028 field_28    db ?00000029 field_29    db ?0000002A field_2A    db ?0000002B structureID  dw ?0000002D weaponDamage  dw ?0000002F weaponDamageAdd? dw ?00000031 Owner     db ?00000032 RepairFacility dw ?00000034 UnitsCanEnter dw ?00000036 SpiceStorage  dw ?00000038 PowerUsage   dw ?0000003A FoundationSize dw ?0000003C structureGfxID dw ?0000003E field_3E    dw ?00000040 field_40    dw ?00000042 field_42    dw ?00000044 field_44    dw ?00000046 field_46    dw ?00000048 field_48    dw ?0000004A constructOpt1 dw ?0000004C constructOpt2 dw ?0000004E constructOpt3 dw ?00000050 constructOpt4 dw ?00000052 constructOpt5 dw ?00000054 constructOpt6 dw ?00000056 constructOpt7 dw ?00000058 constructOpt8 dw ?0000005A techUpgrade1  dw ?0000005C techUpgrade2  dw ?0000005E techUpgrade3  dw ?00000060 _buildingData endsRuntime Game structs:00000000 _buildingGame struc ; (sizeof=0x58)00000000 buildingIndex dw ?00000002 TypeIndex   db ?00000003 HoldingUnitIndex db ?00000004 unitState   dw ?00000006 unitState2   dw ?00000008 houseID    db ?00000009 housesRevealed db ?0000000A positionX   dw ?0000000C positionY   dw ?0000000E HitPoints   dw ?00000010 field_10    dw ?00000012 scriptPtr   dd ?00000016 emcDataPtr   dd ?0000001A returnValue  dw ?0000001C field_1C    db ?0000001D stackCount   db ?0000001E Register0   dw ?00000020 Register1   dw ?00000022 Register2   dw ?00000024 Register3   dw ?00000026 Register4   dw ?                    ; In a harvester, this is set to the carryall we're waiting for pickup from00000028 stack0     dw ?0000002A stack1     dw ?0000002C stack2     dw ?0000002E stack3     dw ?00000030 stack4     dw ?00000032 stack5     dw ?00000034 stack6     dw ?00000036 stack7     dw ?00000038 stack8     dw ?0000003A stack9     dw ?0000003C stackA     dw ?0000003E stackB     dw ?00000040 stackC     dw ?00000042 stackD     dw ?00000044 stackE     dw ?00000046 stackF     dw ?00000048 field_48    dw ?0000004A field_4A    dw ?0000004C buildingItemIndex dw ?0000004E techLevel   db ?0000004F field_4F    db ?00000050 objectBuildRemaining dw ?00000052 field_52    db ?00000053 field_53    db ?00000054 frame?     dw ?00000056 HitPointsMax  dw ?00000058 _buildingGame ends00000000 _unitGame   struc ; (sizeof=0x80)00000000 unitIndex   dw ?00000002 typeIndex   db ?00000003 HoldingUnitIndex db ?                   ; Index in UnitsGamePtrs of a unit we're holding00000004 unitState   dw ?00000006 unitState2   dw ?00000008 houseID    db ?00000009 field_9    db ?0000000A positionX   dw ?0000000C positionY   dw ?0000000E HitPoints   dw ?00000010 scriptSkipCount dw ?00000012 scriptPtr   dd ?00000016 emcDataPtr   dd ?0000001A returnValue  dw ?                    ; base 20000001C field_1C    db ?0000001D stackCount   db ?0000001E Register0   dw ?00000020 Register1   dw ?00000022 Register2   dw ?00000024 Register3   dw ?                    ; Constantly set to humanhouseid00000026 Register4   dw ?00000028 stack0     dw ?0000002A stack1     dw ?0000002C stack2     dw ?0000002E stack3     dw ?00000030 stack4     dw ?00000032 stack5     dw ?00000034 stack6     dw ?00000036 stack7     dw ?00000038 stack8     dw ?0000003A stack9     dw ?0000003C stackA     dw ?0000003E stackB     dw ?00000040 stackC     dw ?00000042 stackD     dw ?00000044 stackE     dw ?00000046 stackF     dw ?00000048 field_48    db ?00000049 moveDestX   dw ?0000004B moveDestY   dw ?0000004D objectBuildingTypeIndex dw ?                ; Building that holds us0000004F actionCurrent db ?00000050 actionNext   db ?00000051 weaponCooldownTimer db ?00000052 field_52    dw ?00000054 attackTargetObjectIndexType dw ?00000056 objectTypeIndexHolding dw ?                ; object we hold00000058 HarvesterSpiceCapacity db ?00000059 HouseTemp   db ?                    0000005A startPosX?   dw ?0000005C startPosY?   dw ?0000005E startPosX2?  dw ?00000060 startPosY2?  dw ?00000062 field_62    db ?00000063 field_63    db ?00000064 field_64    db ?00000065 field_65    db ?00000066 turret??    db ?00000067 turret?    db ?00000068 speed2     db ?00000069 speed1     db ?0000006A unitPlacement? db ?0000006B field_6B    db ?0000006C mapRockSeed?  db ?0000006D TilesTravelled? db ?0000006E FlashRemainCount db ?0000006F field_6F    db ?00000070 frame??    dw ?00000072 field_72    db ?00000073 field_73    db ?00000074 field_74    db ?00000075 field_75    db ?00000076 field_76    dd ?0000007A field_7A    dd ?0000007E field_7E    dw ?00000080 _unitGame   ends Quote Link to comment Share on other sites More sharing options...
NA9x2000 Posted August 26, 2009 Author Share Posted August 26, 2009 ok ...  ;)lol, your joking right? you can find most of it using Nyer's editor,it wasn't a joke because i never modified dune 2 ::)i never used that tool but it seems to be famous ... ::)btw, are you using the original game scripts or are you going to recode it all?no i'm currently using only graphics from dune 2i started playing dune 2 1998 on my old 80386 thats the time i dream of code dune 2the project should be like dune not an exact clone  :Pbut i would also include an optional support for other ressources except graphicsbut for original scripts and values i need more information about the intervals in dune 2e.g. whats the time the buildings, units or objects are refreshedand if there are so many informations about the code why nobody creates a source from it?sure it would take a lot of time but then it would be open source like OpenTransportTycoonDeluxeperhaps dune 2 becomes like that *dream* MULTIPLAYAAAAAA!  ;Dthx Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted August 26, 2009 Share Posted August 26, 2009 uhm, tons of remakes already have multiplay features... there's one that's multiplayer-only, even... :Pi've tried to fix it with different filters (multiply/difference)has somebody an idea how to fix it?You could try taking screenshots of the second part from the original game in DOSBox and try to find a pattern... Quote Link to comment Share on other sites More sharing options...
NA9x2000 Posted August 26, 2009 Author Share Posted August 26, 2009 uhm, tons of remakes already have multiplay features... there's one that's multiplayer-only, even... :Pthat's right but is there one that's like dune 2? - i don't know i tested a lot of remakes before i beganand there's no one that's really good in my opinion if u know one tell me :Dand one more question is somebody playing those remakes?  ::)You could try taking screenshots of the second part from the original game in DOSBox and try to find a pattern...good idea :D i thought that's  a known problem ... and it could be solved with some settings in xcc mixer  ;) Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted August 26, 2009 Share Posted August 26, 2009 I think it is very personal what you like or dislike about a remake. And also, if you just want to create your own remake, then you probably don't care about other remakes as much as a 'player' does ;)But, if I might ask, could you explain what you dislike/liked about the remakes you have played? I don't mind if you disliked my own remake (D2TM), but if you did, you might have some feedback I can use.Btw, screenshot looks very nice! Reminds me of my very very very very very first attempt remaking dune 2 :D Quote Link to comment Share on other sites More sharing options...
NA9x2000 Posted August 26, 2009 Author Share Posted August 26, 2009 :O it's a honor to hear from you in person never thought ...your remake is really impressing and one of the best! in my opinion reallyit could be that ive tried an older version D2TM-DEM35-01.ZIP but it is already really great!my goal is to let the game like it is only to expand with new functions/features (MouseWheel/Multiplayer/Shortcuts/Details)e.g. i'm not a fan of C&C i like it but thats not dune thats the reason why i'm not happy with other remakesit would be a pleasure to talk about your remake so if u are interrested to give me some advice send me an imthe demo i have has no multiplayer but if u have the know-how or interresting docs about tell meGreat Work!i'm also thinking about to insert double sized sprites (optional) bcause in higher resolutions everything is a bit small Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted August 26, 2009 Share Posted August 26, 2009 I like what I've seen so far ;D I think it's a great idea to remake Dune II as close to the original as possible (kind of what C&C Gold was compared to DOS C&C), as most remakes add some new things that make them different from the original to a varying degree.uhm, tons of remakes already have multiplay features... there's one that's multiplayer-only, even... :PD2TSHA already has single player, but I haven't checked it out yet... Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted August 26, 2009 Share Posted August 26, 2009 D2TSHA already has single player, but I haven't checked it out yet...Are you sure? I have tried this 'single player' thing, but it basically is a sort of skirmish thing. Basically you are the client + server. I was not sure if I did anything ok, until I figured the AI totally destroyed me.After that, i threw it away ;) Quote Link to comment Share on other sites More sharing options...
segra Posted August 26, 2009 Share Posted August 26, 2009 its ok i just figured you would of seen the thread thats all :P and if there are so many informations about the code why nobody creates a source from it?sure it would take a lot of time but then it would be open source like OpenTransportTycoonDeluxethxyeah love OpenTTD, was started by the same guy as ScummVM. I do think mostly no-one can be bothered recreating it, Id be happy to be involved in such a project... however im not taking up the responsibility on my own.from my IDA database most of the info can be found now, alot of the code can easily be followed when you know what your looking for... dont think anyone has actually looked tho :P Quote Link to comment Share on other sites More sharing options...
dvalin Posted August 27, 2009 Share Posted August 27, 2009 addition questioni've extracted all files from intro.pak and finale.pak the most files were correctly extracted from wsa formatbut there still some wsa files they looks like a xmod version based on the wsa file before could it be?examples: i've tried to fix it with different filters (multiply/difference)has somebody an idea how to fix it?Yupp, for some cutscenes, you need to xor the last frame of the previous scene with the first frame of the next.This code should provide some hints:http://bazaar.launchpad.net/~doonlunacy/doonlunacy/trunk/annotate/head%3A/src/states/CutSceneState2.cpphttp://bazaar.launchpad.net/~doonlunacy/doonlunacy/trunk/annotate/head%3A/python/cutscenes.py:) Quote Link to comment Share on other sites More sharing options...
NA9x2000 Posted August 27, 2009 Author Share Posted August 27, 2009 it seems like nobody has a tool for that i gonna try it with allegroi think it works also to xor the pallete indexes or must xor the color values? Quote Link to comment Share on other sites More sharing options...
dvalin Posted August 27, 2009 Share Posted August 27, 2009 it seems like nobody has a tool for that i gonna try it with allegroi think it works also to xor the pallete indexes or must xor the color values?Hm? I'm not sure what allegro has to do with it, but perhaps mentioning that I'm almost done separating SDL from libeastwood now,as well as heavily cleaning up a lot of it's ugly code. This should make it more generic for usage with alternatives to SDL and of course easier to use.I've also started on creating a simple libSDL_eastwood library for easy use with SDL, implementing the same for allegro should be trivial. :)For xor'ing, wsa frames are just deltas of previous frames xor'ed together to form each frame, same goes for these cutscenes. Quote Link to comment Share on other sites More sharing options...
NA9x2000 Posted August 27, 2009 Author Share Posted August 27, 2009 referring to the XOR images:here's an ugly tool but it worksit converts the XORed bitmaps into "normal" bitmapsit uses a list for conversion of animation frames used by dunesample files are included check out readme for usagehttp://ul.to/is913q (updated second edition)if it doesn't work tell me Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted August 28, 2009 Share Posted August 28, 2009 Isnt it so that these xorred animations are laid on top of the last 'correct' image of the wsa? Afaik the XOR'ed images somehow add animation to the existing image. Like, with the launchers; they launch the rockets, but all you see is the smoke in the xorred images.Perhaps it is meant to be added to the original image in order to get the 'complete' version? Quote Link to comment Share on other sites More sharing options...
NA9x2000 Posted August 28, 2009 Author Share Posted August 28, 2009 Isnt it so that these xorred animations are laid on top of the last 'correct' image of the wsa? Afaik the XOR'ed images somehow add animation to the existing image. Like, with the launchers; they launch the rockets, but all you see is the smoke in the xorred images.Perhaps it is meant to be added to the original image in order to get the 'complete' version?that's it what the tool above do :D i dont know why but loading the pcx images results in incorrect colors  ??? i dont know why. thats the reason why it works only with bitmaps if u have an idea how to fix it tell me it uses allegro 4.2.2 here u cann see it in action: Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted August 28, 2009 Share Posted August 28, 2009 Nice. Do you also include the source with that tool?I have no idea why PCX loading does not work, but perhaps you need to use set_palette first. If i am not mistaken, the PCX files are always 8 bit while BMP files are loaded into your default color depth.Also, make sure the color conversion is set to MOST in your allegro setup routines. Quote Link to comment Share on other sites More sharing options...
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