TrueBrain Posted April 30, 2010 Share Posted April 30, 2010 As every 3 months, a bump to this topic:Today we released 0.3 of OpenDUNE, the next version in our ongoing C-ification of Dune2. Please see http://www.opendune.org for more details and download locations. Quote Link to comment Share on other sites More sharing options...
Skrilax_CZ Posted June 14, 2010 Share Posted June 14, 2010 What happened to the forum?It's giving me "403: Permission Denied - Proxy Error". Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted June 15, 2010 Share Posted June 15, 2010 No idea, works fine for me... Quote Link to comment Share on other sites More sharing options...
Skrilax_CZ Posted June 16, 2010 Share Posted June 16, 2010 Well connected from Cell Phone it works too (because the cable internet is down). Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted August 10, 2010 Share Posted August 10, 2010 Just for the record, I've re-posted the code regarding the Fremen units in the Sega version at the OpenDUNE forums. Quote Link to comment Share on other sites More sharing options...
TrueBrain Posted April 22, 2011 Share Posted April 22, 2011 We slowed down a bit ... but we are not dead yet :DToday we released 0.4 of OpenDUNE, the next version in our ongoing C-ification of Dune2. Please see http://www.opendune.org for more details and download locations. 1 Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted April 22, 2011 Share Posted April 22, 2011 Nice to see the project steadily going forward :) Keep up the good work guys! Quote Link to comment Share on other sites More sharing options...
athanasios Posted April 22, 2011 Share Posted April 22, 2011 Yeah. Keep on dudes! Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted June 17, 2011 Share Posted June 17, 2011 Playing it right now. Really amazing work! It has every detail dune 2 has already. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted June 21, 2011 Share Posted June 21, 2011 TrueBrain says that the next update is due soon. Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted June 21, 2011 Share Posted June 21, 2011 Oh wow. They got it all done? Cool :) Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted June 22, 2011 Share Posted June 22, 2011 Well, if I understand the dev team's goals correctly, the C-ification of the original code is just the beginning. Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted June 23, 2011 Share Posted June 23, 2011 Oh, obviously, but it's nice to see they actually got that far. Having all of Dune II as readable code is already a huge step :) 1 Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted June 23, 2011 Share Posted June 23, 2011 That's right :) Hopefully a stable cross-platform release with bugfixes and maybe even some minor improvements will be out soon. Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted June 30, 2011 Share Posted June 30, 2011 Looking forward to playing the game, never had a chance before. Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted July 2, 2011 Share Posted July 2, 2011 Um, what's stopping you? Get DOSBox. 1 Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted July 3, 2011 Share Posted July 3, 2011 Yea, and get the Gravis Ultrasound patch for high-quality synthesized music BTW, I've found out an alternate method of getting higher quality music in Dune 2. If you get TiMidity++ with Windows synthesizer (TWSYNTH), it will install an alternate MIDI synthesizing driver you can use with DOSBox. It is my understanding that the driver is soundfont/patch dependent, meaning that you can vary music quality depending on what patch set you have. So you can use EAWPATS GUS Patches to get high-quality music in DOSBox that way too. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted July 13, 2011 Share Posted July 13, 2011 In a bit belated news, TrueBrain has posted in the OpenDUNE Developer's Blog that the current stage of the project is nearing completion:[P]rogress report:Functions done: 1163 / 1229 (94%)Functions named: 1180 / 1229 (96%)That says most of it. We are nearly done converting all functions to real C (not my fake assembly-C). The functions that remain are related to sound' date=' voice and music. It has little to do with OpenDUNE itself, so it slowly walks after us.The rest of OpenDUNE is done. Including all the bugs, the weirdness and the exact identical behaviour Dune2 had. I am so proud :D When we started this project, I was hoping it would finish some day .. just never imagined it would. Makes me want to say HA! to all those pessimists who told us this was the wrong approach, that it would never be finished, that we should join (team up) with existing projects, ... Well .. for those I only have to say: HA!There, I enjoyed doing that.So, I am sure you now wonder: and now? Well .. a lot.During our conversion, we kept the 16bit memory allocation. Its a pain. It does not allow for any extension in any way. So, the job that followed immediately after finishing conversion was: start moving the 16bit pointers to real pointers. This is not as easy as it sounds, as there are tons and tons of references in the 16bit world to structs and arrays. Simply moving them to the 32bit/64bit world causes many errors, because calls in the 16bit world can no longer see these objects.A few days ago we managed to move out all UnitInfo, StructureInfo, TeamInfo and HouseInfo to the 32bit/64bit world, which was a HUGE milestone. Today we are very close to move Widgets out, which is around 80% of the work that has to be done for that. While at it we are also moving other variables and pointers from the 16bit world to 32bit/64bit when we feel like it, and the list of variables that needs doing is getting shorter and shorter.The other thing we have been working on in parallel, as they kinda depend on each other, is dumping the information from Dune2.exe in a format we can work with, without needing Dune2.exe. In theory it would be possible to just read Dune2.exe on startup, read the information, and use it. But because there are many many pointers (which we would have to convert, which requires knowing where it used to point to), we decided to dump this information in plain C, in so called table-files. These are just files where you see endless variables defined for every entry. See for example:http://svn.opendune.org/trunk/src/table/unitinfo.c?mode=view#filecontentThe content of the file is converted one-on-one from Dune2.exe 1.07EU. We simply parsed the information via a simple tool. So we start to depend less and less on Dune2.exe, which is only for the better :DWhat else ... yeah, we named many more variables. And we also see a lot of unused variables. At least we know 100% sure they are unused now, as if not, we would have noticed by now (by the reason we converted everything :D Shall I say it again? We converted EVERYTHING).[/quote'] Quote Link to comment Share on other sites More sharing options...
Xaroth Posted August 3, 2011 Author Share Posted August 3, 2011 Last night was a nice little development sprint, Truebrain and glx were committing changes faster than I could read through, but it did lead to being able to drop the dependency of the emulation layer.Truebrain posted a better explanationWhat this means, basically, is that from this point forward we can start optimizing, improving and reworking things in OpenDUNE.. all the ideas we had in the past can now, technically be implemented (as long as it goes with the vision of the development team ofcourse) 1 Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted August 3, 2011 Share Posted August 3, 2011 Nice going, I've already checked up the posts in the development blog :D Quote Link to comment Share on other sites More sharing options...
drnovice Posted April 17, 2013 Share Posted April 17, 2013 Ok, I downloaded opendune c++ source code and I tried to compile with Visual Studio 2010 (opening opendune_vs100.sln)... just trying to set a new unit object parameter regards HouseID that deviates the unit targeted (I called it deviantHouseID) as personal Deviators Patch and it seems to work (I tried a Scenario with 1 Atreides Deviator, 1 Harkonnen Deviator and 1 Ordos Deviator). I was inspired by this... :) However I noticed that Autoscroll pointer works only if it selected human unit, and if you use Scroll with mouse click, it snaps away on max of level position (e.g. if you left mouse scroll on top, it snaps away on top limit of level!). Why? The cycles are too much quick?  EDITEDI found something:https://github.com/OpenDUNE/OpenDUNE/commit/f437c3ca0729fcd9a98b2ede49e997db953cde8a+https://github.com/OpenDUNE/OpenDUNE/commit/f33e0e15ac6abae9cfd1e2a1ac83782a21601f00 Tomorrow I'll try at work with VS2010. :)  An example made on YouTube: Quote Link to comment Share on other sites More sharing options...
drnovice Posted April 18, 2013 Share Posted April 18, 2013 Ok it works, now pointer is more playable as original game. :)Â Â P.S. Sorry I can't post on opendune forum at work, I think proxy script blocks it. Quote Link to comment Share on other sites More sharing options...
drnovice Posted March 4, 2017 Share Posted March 4, 2017 (edited) Resuming this topic, because OpenDune is still the most faithful porting of Dune2 original game. I'm trying to bring SDL1.2/SDL2.0 support even for Win32, because SDL is very good and simple to manage on Windows compiling by MSVC. So I wanted to give a Zoom In/Out feature (+/- keys) and a complete toggle fullscreen (F11 or Alt+Enter) mode, since with current default WinAPI code there is only possibility to manual resize window, but breaking original aspect ratio of game... If anyone would like try my Fork, please go here: https://github.com/drnovice/OpenDUNE consulting PR changes info: https://github.com/OpenDUNE/OpenDUNE/pull/281 Â Moreover: currently I can't try to compile on Linux/Mac, can anyone try if these features work fine on those systems and report feedback here or on github? Thanks! Edited March 4, 2017 by drnovice Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted March 13, 2017 Share Posted March 13, 2017 (edited) Well, you can always look at the Dune Dynasty code. It may have changed the basic control UI, but most enhancements and fixes shouldn't be hard to port to the OpenDune code, since Dynasty's built on it.https://sourceforge.net/p/dunedynasty/dunedynasty/ci/master/tree/ Edited March 13, 2017 by Nyerguds Quote Link to comment Share on other sites More sharing options...
drnovice Posted April 26, 2017 Share Posted April 26, 2017 We're waiting for approval by an opendune admininstrator. This changes can be ported even on Dune Dynasty if owner still can use SDL/SDL2 to graphics. But I don't understand why to port enhancements and improvements of Dynasty into OpenDune project, since this one is just a 1:1 porting by 16bit original game. I think OpenDune should remain a base opensource project to start if anybody would create something new (like Dynasty) on Dune2 clone games. Quote Link to comment Share on other sites More sharing options...
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