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OpenD2k - cross platform reimplementation of Dune 2000


Matthias M.

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well I edited my post now, your right that the Deviator wouldn't make sense of a Anti tank unit, but still its gas missile should be able to kill large groups of infantry and since Ordos cant build missle tanks (except for starport purchase) the Deviator should have anti air, red eye missles.

and hey I didnt say remove troopers from Harkonnen, I said they should only be for Harkonnen, cuz the troopers were meant for Harkonnen only if you have played Dune 2.

and no ornithopters dont fit Harkonnen but its possible to add new units in OpenRA anyways, so the gunship (from EBFD) would be better for them.

and just because Ordos are supposed to be about hit and run tactics, then that doesnt mean they cant have an overpowered unit.

If you played Tiberian sun, you know that the Nod are supposed to be better with recon while GDI are better with firepower, but the Nod Artillery is overpowered and can actually beat anything the GDI try to throw at them.

and in RA2, the Allies are better with recon while Soviets are better with firepower, but still the Allies Prism tank was overpowered against buildings and the Allies Mirage tank was overpowered against tanks, even the Soviet Apocalypse tanks have huge problems beating Mirage tanks, mainly cuz Apoc tanks are soo slow and that Mirage tanks can cloak into the environment and at the same time run away fast.

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The idea is that ra and ts have other units which.balance it, while dune doesnt. Anyway balancing is a huge pain in the ass and the only way to do it properly is to have players with same skills trying it.

Play C&C TD (95, gold) for an example of good balance (for me td is very balanced).

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and hey I didnt say remove troopers from Harkonnen, I said they should only be for Harkonnen, cuz the troopers were meant for Harkonnen only if you have played Dune 2.

Ordos can build troopers in Dune, they just get them later. They are the only faction to access to both light infantry and troopers (well Harkonnen get the light soldier when they lose a tank, but they don't get the infantry squad).

Atreides can't build troopers but strangely they get a trooper squad in the last mission as a reinforcement. I remember I put it behind my base and load the game if Harkonnen Death Hand kill it.

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  • 2 weeks later...

The latest release http://openra.res0l.net/news/release-20121019/ of OpenRA including the d2k mod is considered stable. The http://www.moddb.com/games/openra/ entry has also been updated a little. I won't continue development of OpenD2k as only few people play the mod and the community tends to hack the original Dune 2000 at http://www.d2kplus.com/ instead of contributing to the Open Source reimplementation.

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The source code for http://d2kplus.com/soundeffecttool.php would be helpful.

Your game is epic

I have never got the chance to even get close to a command and conqure file

You have done what no other could help me reach

Everything that you sayed on this chat was clicked as like

you have earned my favor and is to be the best creator in all that i have consieved

Thank you

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  • 2 weeks later...

The https://github.com/OpenRA/OpenRA/blob/bleed/CHANGELOG is updated again.

There was a d2k tournament planned for 17th November at http://www.sleipnirstuff.com/forum/viewtopic.php?f=82&t=16064 but no one signed up.

Jes made a red2k mod which adds many graphical improvements http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=16053

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  • 1 month later...

See the new building animations, bullet traces and vehicle husks in action:

 

http://www.youtube.com/watch?v=E-2mZZ2ULCg

 

This will be merged and released in OpenRA after christmas. Happy holidays everyone.

 

 

Sneak peak: I am also working on mutli-language support: http://www.sleipnirstuff.com/forum/viewtopic.php?f=82&t=15948 If you want to translate the Dune 2000 mod, leave a message.

 

We are also on http://www.moddb.com/games/openra now.

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Hey matt, can u tell me how to disable fog of war? i tried the entry from rules.yaml "IsFog: no' but when i save it it says that access is denied. Also would like to disable multiple factory production on c&c mode and idk how... :) ty for help

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Hey matt, can u tell me how to disable fog of war? i tried the entry from rules.yaml "IsFog: no' but when i save it it says that access is denied. Also would like to disable multiple factory production on c&c mode and idk how... :) ty for help

 

Have a look at https://github.com/OpenRA/OpenRA/wiki/Mapping#FCOM_with_super_view and add this to conyard to make a map that has no fog of war and shroud for everyone without cheats enabled.

 

If you want to mod the game:

  • you need to replace ProductionQueue (cnc) with ClassicProductionQueue (ra) to disable multiple factory productions and switch to the primary building mode
  • IsFog: no seems to be related to the palette entry, try to remove the fog trait from the world instead here: https://github.com/OpenRA/OpenRA/blob/master/mods/ra/rules/system.yaml#L299 (In a map try adding World: [Enter] [Tab] -Shroud in map.yaml)
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Gave 20121104 a play, looks great.

 

To be honest, for the Dune 2000 community this project looks like the future. It's open source nature means that anything is possible, things which are next to impossible to do in Dune 2000 would only take a few minutes in OpenD2K and using C# with YAML means it's very easy to get started with.

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Gave 20121104 a play, looks great.

 

To be honest, for the Dune 2000 community this project looks like the future. It's open source nature means that anything is possible, things which are next to impossible to do in Dune 2000 would only take a few minutes in OpenD2K and using C# with YAML means it's very easy to get started with.

 

So... you might try in the future to combine the two worlds (modding and OpenD2K)?

 

 

I also tried 20121104 and I got some small things that I noticed, perhaps they are already know, I could not find a to-do-list on github.

 

+ Starport drops units one-by-one. It should do it order-by-order. Also there is no unit order exhausting, so massive spamming possible.

+ There is no Guard/Attack/Stand-still option? Also not with hot-keys?

+ The "bullets" and aim of Siege Tank is incorrect.

+ Icon of spawn location (or go-to location) is incorrect.

+ The edges of spice look too straight.

+ No driving infantry flat?

+ No game speed options?

+ Devastator electro shot does not exists (in animation) also no suicide option.

+ Damaged ground always looks the same, didn't original game choose random?

+ You are victorious text not in correct font.

+ During animation of a building a factory/building, there is for half a second no building at all?!

 

edit: Found the to-do-list: https://github.com/OpenRA/OpenRA/blob/ffbc76919e93f8472b86b5b8e262e51d2598a263/mods/d2k/TODO

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So... you might try in the future to combine the two worlds (modding and OpenD2K)?

The https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Utility/R8Reader.cs is already taken from MVI's excellent modding tools. However my conversion algorithms https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Utility/Command.cs#L117 and https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Mods.D2k/Widgets/Logic/D2kExtractGameFilesLogic.cs are still quite crappy.

 

I also tried 20121104 and I got some small things that I noticed, perhaps they are already know, I could not find a to-do-list on github.

We collect everything at https://github.com/OpenRA/OpenRA/issues or discuss things in the forums at http://www.sleipnirstuff.com/forum/viewforum.php?f=80

+ There is no Guard/Attack/Stand-still option? Also not with hot-keys?

All units stances (but not guard) are supported via https://github.com/OpenRA/OpenRA/wiki/Controls Hotkeys will be configurable and exposed to the settings GUI soon.

+ The edges of spice look too straight.

https://github.com/OpenRA/OpenRA/issues/2247 is actually just a hacky workaround at the moment.

+ No driving infantry flat?

It is possible. In RA only big tanks can do it. Have a look at infantry.yaml/vehicles.yaml and default.yaml to see if the squishy traits are missing.

+ No game speed options?

https://github.com/OpenRA/OpenRA/issues/2058 Don't know the status of this.

+ You are victorious text not in correct font.

Shall we use http://www.kullwahad.com/?page_id=278

+ During animation of a building a factory/building, there is for half a second no building at all?!

This has been on the TODO from the beginning https://github.com/OpenRA/OpenRA/issues/2211 OpenRA supports this and I use the RenderWeaponFactory trait from the Red Alert currently. I need to create my own RenderBuildingWithOverlay or something.

I removed the TODO list text and migrated everything to http://bugs.open-ra.org/ Can you open bug reports for the problems you encountered that are not yet listed there?

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In the youtube video

 

See the new building animations, bullet traces and vehicle husks in action:

 

http://www.youtube.com/watch?v=E-2mZZ2ULCg

 

This will be merged and released in OpenRA after christmas. Happy holidays everyone.

 

 

Sneak peak: I am also working on mutli-language support: http://www.sleipnirstuff.com/forum/viewtopic.php?f=82&t=15948 If you want to translate the Dune 2000 mod, leave a message.

 

We are also on http://www.moddb.com/games/openra now.

It looks nice, but I have a concern about the speed. It looks a bit laggy, is it because of the recording or is it inherent to the game engine?

 

I also tried to compile the game, but I get this error:

 

 

 

Error    11    Metadata file 'D:\GitHub\OpenRA-bleed\OpenRA.Renderer.SdlCommon.dll' could not be found    D:\GitHub\OpenRA-bleed\OpenRA.Renderer.Cg\CSC    OpenRA.Renderer.Cg

 


 

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It looks nice, but I have a concern about the speed. It looks a bit laggy, is it because of the recording or is it inherent to the game engine?

 

Has something to do with AI behavior and path-finding (see video description) which will eat up lot's of CPU power. In fact it has been designed for modern computers. You can't run this on legacy hardware, but network games with multiple human players and lot's of units won't create much lag.

 

I also tried to compile the game, but I get this error:

Never compiled OpenRA on Windows. Try using Visual Studio C# Express instead of msbuild/make or whatever you are using.

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I'm using Microsoft Visual Studio Express 2012 for Windows Desktop. But if you don't compile on Windows, I won't bother you with stupid Windows questions.

Try the 2010 version.

 

Do you have any idea if or when they will improve OpenRA's pathing and AI so that it's less CPU intensive?

There were many AI redo attempts. https://github.com/OpenRA/OpenRA/pull/2484 is my favorite and the only one who submitted code back. Path finding improvements concentrated on making units behave more clever. This is somehow also a design decision. We don't want stupid harvesters that work with 133 MHz CPU. No one contributed more advanced path-finding algorithm in the past, but you could read some computer science articles to find something better. Talk to James Dunne or Chris Forbes. If you experience low FPS this might also be due to outdated drivers. Have a look at https://github.com/OpenRA/OpenRA/wiki/FAQ#My_performance_sucks to help debug performance issues.

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  • 2 weeks later...
I also tried to compile the game, but I get this error:

 

 

 

Error    11    Metadata file 'D:\GitHub\OpenRA-bleed\OpenRA.Renderer.SdlCommon.dll' could not be found    D:\GitHub\OpenRA-bleed\OpenRA.Renderer.Cg\CSC    OpenRA.Renderer.Cg

 

 

Carko suggests that you might have tried to compile a single .csproj instead of the whole OpenRA.sln via irc://chat.freenode.net/openra Forget about downgrading to VS 2010.

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Fog of war should be readjusted respectively. It doesn't make sence units to attack you and they are not visible to you. This is DUNE not RA.

BTW: Is there a hardcoded limitation on 32x32 tileset ( I suppose this you are using, or am I wrong?) or can we go for a bigger tileset and more detailed graphics? Because Dune 2000 is copyrighted and we will need new graphics for an official release.

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Fog of war should be readjusted respectively. It doesn't make sence units to attack you and they are not visible to you. This is DUNE not RA.

BTW: Is there a hardcoded limitation on 32x32 tileset ( I suppose this you are using, or am I wrong?) or can we go for a bigger tileset and more detailed graphics? Because Dune 2000 is copyrighted and we will need new graphics for an official release.

Artillery ignoring shroud is fixed in https://github.com/OpenRA/OpenRA/pull/2507 and will be available in the next release. The Tileset is not hard-coded anymore since we added Dune 2000 support. There is also a GUI tool to assist you in tileset creation described in https://github.com/OpenRA/OpenRA/wiki/Pixelart

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