stefanhendriks Posted November 17, 2010 Author Share Posted November 17, 2010 Actually I'd like to make the UI very flexible first. Then I can simply use any resolution. Using higher res gfx could be implemented from specific resolutions. ie, when going > 1080p then use the current gfx times 2 or something. Or, perhaps even scale it with the ratio, though it might look ugly then. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted November 20, 2010 Share Posted November 20, 2010 I haven't followed the project closely as of late, but it overall looks very nice :) The House-coloured infoboxes are pretty neat Quote Link to comment Share on other sites More sharing options...
Rippsblack Posted December 4, 2010 Share Posted December 4, 2010 hey stefan, just stopped by to ask how D2TM is going...bluehappybyte, has recently asked me for permision to use my maps in Dune Legacy, I have ofcourse said yes :)Which kinda got me wondering just how far off a new release of D2TM is...FYI... i prefer D2TM to Dune Legacy ;) ;) Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted December 4, 2010 Author Share Posted December 4, 2010 Well, the new official / stable release will probably releasded in Q1 2011. Until then, you can still play unstable versions. I've decided to focus on the multiple resolution support, since i just feel like it: http://dune2themaker.fundynamic.com/?p=141 Quote Link to comment Share on other sites More sharing options...
lord vernius of ix Posted January 27, 2011 Share Posted January 27, 2011 not sure if this is where I would post this, but I've found a repeatable glitch in which harvesters get stuck directly next to the refinery to the left. I'm playing with the D2TM-WIP-352 unstable release, I dont know if this is a known glitch, but it causes me to have to constantly build harvesters, despite light losses. Quote Link to comment Share on other sites More sharing options...
Rippsblack Posted January 27, 2011 Share Posted January 27, 2011 not sure if this is where I would post this, but I've found a repeatable glitch in which harvesters get stuck directly next to the refinery to the left. I'm playing with the D2TM-WIP-352 unstable release, I dont know if this is a known glitch, but it causes me to have to constantly build harvesters, despite light losses.you're probably right... this may not be the place to report it... however most peeps are pretty friendly and care not about such things...but yes... I am having the same issue tooincidently... stefan... loving the new res support... tho it behaves odd when more than one monitor are in use Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted February 7, 2011 Author Share Posted February 7, 2011 but I've found a repeatable glitch in which harvesters get stuck directly next to the refinery to the left.Fixed! :)incidently... stefan... loving the new res support... tho it behaves odd when more than one monitor are in useI have multiple monitors as well. However, perhaps you refer to the flickering at start? Its the 'resolution detection' progress. It works, but its infancy because it really allocates video mode and then releases it again. Now, it is possible to set resolution via an INI file, so you can specify whatever resolution you want :) Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted February 8, 2011 Share Posted February 8, 2011 Hey, nice going there :) Please remind me: D2TM will support multiple resolutions, but now it's only 800x600 max, right? Or is my info already outdated? Quote Link to comment Share on other sites More sharing options...
Rippsblack Posted February 8, 2011 Share Posted February 8, 2011 Fixed! :)I have multiple monitors as well. However, perhaps you refer to the flickering at start? Its the 'resolution detection' progress. It works, but its infancy because it really allocates video mode and then releases it again. Now, it is possible to set resolution via an INI file, so you can specify whatever resolution you want :)perhaps i should have been more clear... the resolution detects a wide-screen mode... which is not displayed on a single monitor, but instead, across both monitors in a windowed mode :S@ Mr Fibble... Demo4 is pretty old now, but there are 'unstable' releases that are available from stefans D2TM site, those release have better resolution support ;-) Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted February 8, 2011 Author Share Posted February 8, 2011 perhaps i should have been more clear... the resolution detects a wide-screen mode... which is not displayed on a single monitor, but instead, across both monitors in a windowed mode :SAh, well it makes sense sort off. BUt it shouldnt happen. With the ini file you can now control your resolution though. Quote Link to comment Share on other sites More sharing options...
Rippsblack Posted February 15, 2011 Share Posted February 15, 2011 Ah, well it makes sense sort off. BUt it shouldnt happen. With the ini file you can now control your resolution though.oh yes... obviously it makes sense :P (to some)so do you understand why its happening ? or would you need more info to recreate this bug first? Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted February 16, 2011 Author Share Posted February 16, 2011 oh yes... obviously it makes sense :P (to some)so do you understand why its happening ? or would you need more info to recreate this bug first?I understand what is happening at your machine. And I do have a theory about why it goes into windowed mode and such. However, since the screen-detection code has been optimized, perhaps this issue is no longer valid. Could you please let me know if the next unstable release has this same problem? Quote Link to comment Share on other sites More sharing options...
lord vernius of ix Posted November 16, 2011 Share Posted November 16, 2011 I would love to play this on my Droid tablet :D Quote Link to comment Share on other sites More sharing options...
Feda Posted December 19, 2011 Share Posted December 19, 2011 hey, good work stefan.. :) will it be posible to play with AI players as allies? a 2v2 game for example Quote Link to comment Share on other sites More sharing options...
X3M Posted September 8, 2012 Share Posted September 8, 2012 Still following your project.Good luck on the java stuff.Once you get to a working version:The success of starcraft was also due to a very easy, user friendly editor. Some missions made by blizzard actually came to live in this editor. Special situations/triggers where hand made after by the crew.If you manage to make an user friendly editor, not only can other people make multi player maps for your game. You yourself can do it too in no time. See it as a time investment to get an easy time later on.People also could submit their maps to you and you can read their unit designs as possible balances (or what they like to see if you ever add new units in an expansion pack). Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted September 9, 2012 Share Posted September 9, 2012 Hmm, I haven't followed the project in quite some time, seems that there's some active development going on :DYeah, the inclusion of a functional map/mission editor is something I had always advocated, having spent quite some time learning and then actively using StarEdit (and then also the community-built SCM editors) back in the day. Not that I've created anything noteworthy (apart from a few mildly interesting campaigns) but that sure was fun ^_^ Quote Link to comment Share on other sites More sharing options...
X3M Posted September 9, 2012 Share Posted September 9, 2012 Indeed, a user friendly editor is a must have.Don't go any further then the complexity like Starcraft 2 editor. If a player has to find out what every number does, even by looking it up elsewhere. Then they quickly decide to quit.If you make an editor, follow the starcraft or warcraft2 example first. Add on later when people ask for it.The first editor should only support changing units in statistics and a terrain editor. A basic trigger for each map should be installed for the player, yet you still might want to add starting resources for the parties individually.For example;Costs, Speed, Health, Range, Damage, etc.Also, to prevent wrong numbers. Remove the usage of the - inside the editor.You might want to add the possibilities for "new" or "hero" units.If the editor is understandable and fast usable, people can be very creative. If people know the editor can do what they want, but they know they have to search for it, they don't want to. It's like you asking me to learn C++ or using open source, so that I can do the balancing, while I don't even understand any bits. :) (Joke, it's a joke) Quote Link to comment Share on other sites More sharing options...
Davidu Posted September 10, 2012 Share Posted September 10, 2012 Yeah, a game lives through its mods :) Starcraft editor was amazing, simple but powerful. Quote Link to comment Share on other sites More sharing options...
lord vernius of ix Posted October 24, 2012 Share Posted October 24, 2012 Any tips on getting this to run on Linux? I switched to Linux mint last year, and haven't been able to get this to work on it through wine yet. So far as I can tell there doesn't seem to be a Linux version, but I'm not super observant. I really enjoyed playing arrakis while i could, anyway. Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted September 16, 2013 Author Share Posted September 16, 2013 Dune 2 - The Maker is once again being rewritten. It is open source, from the ground up, using SDL, on Github so everybody can easily contribute. And it also works on Ubuntu/Mac OSX out of the box. Check out the news: http://dune2themaker.fundynamic.com/ Or, just get to github: https://github.com/stefanhendriks/Dune-II---The-Maker 1 Quote Link to comment Share on other sites More sharing options...
Gobalopper Posted September 21, 2013 Share Posted September 21, 2013 How many rewrites has there been? :) Quote Link to comment Share on other sites More sharing options...
Spectral Paladin Posted September 21, 2013 Share Posted September 21, 2013 I suppose you wouldn't consider working with SFML instead.Since this is a new beginning, if I may seize the chance to do some promoting on it, having used it for the past 1+ year:It's got a clean oop API. No nonsense of mixing C with C++.It's got companion libraries written in the same spirit - that of modern C++, such asThor - particles and other goodness.SFGUI - gui libraryFeatherkit API - game dev libraryI 'm biased obviously, since I 've worked with it and would love to participate in a project that uses it. But I genuinely believe in its merits.In any case, I 'll have a look at your repository. Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted September 30, 2013 Author Share Posted September 30, 2013 @Gob, I think it is the 6th or 7th attempt if you count them *all* ;)Â @Spectral Paladin. Well, we now know how this played out. I am very happy you're helping us out and that we're writing the game using SFML now. I believe we have it up and running as it was (before SFML) in a few days, and then we can rock 'n roll the dune 2 scene ;) Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted October 9, 2013 Author Share Posted October 9, 2013 news update:Â http://dune2themaker.fundynamic.com/?p=288 Quote Link to comment Share on other sites More sharing options...
Spectral Paladin Posted November 19, 2013 Share Posted November 19, 2013 @Spectral Paladin. Well, we now know how this played out. Do we? It's not so clear to me. While the code is definitely much easier to work with now, it still needs to be written. You 're mistaken if you thought that the SFML community would come running and write it up while you could sit back and manage the project. Some might but they 're beginners and of no use. Anyone who could genuinely contribute has a bunch of their own projects competing for their time. I don't see any further progress being made until you hack at it. Quote Link to comment Share on other sites More sharing options...
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