athanasios Posted December 26, 2013 Share Posted December 26, 2013 Please stick to original style and ADD to it, do not arbitrary remove aspects due to personal taste. That's what a good clone should aim for. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted December 26, 2013 Author Share Posted December 26, 2013 The "removal of aspects" is just because I have not yet implemented it. I was completely new to C# and game design when I started this. Which reminds me of the #1 request: the worms. Does anyone know which sprites (in DATA.R8) they use when moving through the sand. I only found the electro zaps yet. 1 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted January 11, 2014 Author Share Posted January 11, 2014 I decided it is time to tease you again. The next playtest release will have new tiles drawn my Harisson which include rock on rock cliffs for more sophisticated map layouts. Also the sand and rock terrain randomization will be enabled for the d2k mod, too. This drastically improves clear terrain map rendering in terms of less wallpaper pattern effects. The Atreides grenadier plus the ramps and white houses from the 1.06 patch have been added, too now. Paul is currently working on concrete tiles which can be placed in-game by the player as in the original. 3 Quote Link to comment Share on other sites More sharing options...
D2k Sardaukar Posted January 11, 2014 Share Posted January 11, 2014 Interesting and what is the headless pirate doing on the rock? 1 Quote Link to comment Share on other sites More sharing options...
athanasios Posted January 12, 2014 Share Posted January 12, 2014 Amazing! Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted January 12, 2014 Share Posted January 12, 2014 so is the game having the same stuff as in westwood's dune 2000??or is it a bit different??i've seen the latest release and i felt a relief that it finally is moving towards the original game's ideas.. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted January 12, 2014 Author Share Posted January 12, 2014 The goal is to make it less like "Red Alert with sand" which is due to many game-play features still missing: sandwormsharvester shuttles and initial deliverystarport production queueis something I have on my long-term TODO list. 1 Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted January 13, 2014 Share Posted January 13, 2014 I decided it is time to tease you again. The next playtest release will have new tiles drawn my Harisson which include rock on rock cliffs for more sophisticated map layouts. Also the sand and rock terrain randomization will be enabled for the d2k mod, too. This drastically improves clear terrain map rendering in terms of less wallpaper pattern effects. The Atreides grenadier plus the ramps and white houses from the 1.06 patch have been added, too now. Paul is currently working on concrete tiles which can be placed in-game by the player as in the original.Very nice. Excited that the game is progressing. Once you add those features on your TODO list I would be happy to try it out again (along with faster gamespeed) Quote Link to comment Share on other sites More sharing options...
AwM Posted January 18, 2014 Share Posted January 18, 2014 Im very happy with the progress you make. Just wondering one thing - will you try to make this mod look more like old Dune 2000 in terms of graphics? I mean, the special effects, units movement, zoom. I played this mod andenjoyed it, but still couldn't feel the real Dune 2000. I dont know how to put this, I just miss the atmosphere this game created. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted January 19, 2014 Author Share Posted January 19, 2014 We recently added explosions and welding animations with additive blending just like in the original Dune 2000. If you know which special effects or animations are still missing, open a ticket at https://github.com/OpenRA/OpenRA/issues?direction=desc&labels=d2k&page=1&sort=updated&state=open Quote Link to comment Share on other sites More sharing options...
AwM Posted January 19, 2014 Share Posted January 19, 2014 Well I rather meant the Missile and rocket effects. Also, the Siege tank shell is different. I always lacked a medium-speed time ratio in Dune 2k. When I play against CPU on the beginning I use the fastest speed, but when it gets hotter I slow it down, so I can control the battlefield and base defence. I recently installed HD pack to Dune 2k and I found out the 1024-768 version is the most suitable for me (my desktop resolution is 1280x1024). There could be a little zoom in your mod. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted January 19, 2014 Author Share Posted January 19, 2014 Go to Settings → Advanced → [x] Enable Asset Browser. Restart the game. Click Asset Browser. Search for file DATA.R8 → Load. Search through the file with the slider below. Then tell me the correct sprite for missile and rocket effects as well as the siege tank shell. You can try it in-game by editing OpenRA/mods/d2k/sequences/misc.yaml with the discovered frame numbers. You can go to Settings → Graphics → [x] Pixel Doubling for some retro low resolution effects which equal to 2x zoom. Quote Link to comment Share on other sites More sharing options...
DoMiNaNt_HuNtEr Posted January 20, 2014 Share Posted January 20, 2014 Nice work man! But with OpenD2K at least, all the infatnry death soudns can be heard at maximum volume no matter where your screen is centered - there could be hundreds of soldiers shooting each other on the other side of the map, and you'll hear the gun shots accordingly softer, but when they die their screams are heard at full volume as if they were present within your current view. 1 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted January 20, 2014 Author Share Posted January 20, 2014 Yep, there is 2D positional sound done with OpenAL which also fades out. Report it at http://bugs.open-ra.org if it does not work for many death screams at once. 1 Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted January 20, 2014 Share Posted January 20, 2014 Yep, there is 2D positional sound done with OpenAL which also fades out. Report it at http://bugs.open-ra.org if it does not work for many death screams at once.I just did a play through and I have to say I feel concrete should be included even if the majority of players do not use it as it is a characteristic feature of dune. I also noticed theres no way to upgrade buldings and they seem to use a modified tech tree to reflect this. Was this an intentional design choice or just a temporary solution? Quote Link to comment Share on other sites More sharing options...
mvi Posted January 20, 2014 Share Posted January 20, 2014 I agree, the concrete mechanic has always fitted well with the wild nature of the planet. It seems suiting that you have to give your buildings strong foundations otherwise the harsh environment will weaken them. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted January 20, 2014 Author Share Posted January 20, 2014 I just did a play through and I have to say I feel concrete should be included even if the majority of players do not use it as it is a characteristic feature of dune. I also noticed theres no way to upgrade buldings and they seem to use a modified tech tree to reflect this. Was this an intentional design choice or just a temporary solution? We don't have it implemented right now https://github.com/OpenRA/OpenRA/issues/3211 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted January 20, 2014 Author Share Posted January 20, 2014 I agree, the concrete mechanic has always fitted well with the wild nature of the planet. It seems suiting that you have to give your buildings strong foundations otherwise the harsh environment will weaken them. https://github.com/OpenRA/OpenRA/issues/2249 looks like we want this now and Paul is actually working on it, but we currently lack hard values like how much is the maximum corrosion and how fast does the building loose HP in the original game. 3 Quote Link to comment Share on other sites More sharing options...
athanasios Posted January 21, 2014 Share Posted January 21, 2014 You could allow the players to choose those values, so all would be happy. So no need to be accurate. More correct values for default could be provided at another time. Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted January 22, 2014 Share Posted January 22, 2014 in dune 2000 when building is not on concrete it starts with half life..as the number of concrete increases the health bar increases till it's full when concrete below is full..note some buildings don't use all concrete writen in the game..ie: wind trap uses four when it's written 6 in the game..when we repair a building it repairs till it's full and degrades back once you stop repairing it.. Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted January 22, 2014 Share Posted January 22, 2014 Buildings also never degrade past the halfway point. (If someone wants to verify this, I almost never build without concrete) Quote Link to comment Share on other sites More sharing options...
Feda Posted January 22, 2014 Share Posted January 22, 2014 Buildings also never degrade past the halfway point. (If someone wants to verify this, I almost never build without concrete)yes, it wont go below 50% 1 Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted January 23, 2014 Share Posted January 23, 2014 They did that differently in D2K then... In Dune II, they only degrade to half health. In fact, I'm fairly sure that applies to all C&C games. They degrade to exactly halfway. 2 Quote Link to comment Share on other sites More sharing options...
pchote Posted January 26, 2014 Share Posted January 26, 2014 Ok, so a newly placed building half on concrete will start with 75% health. Does it then decrease down to 50% (at half the rate than if it was entirely off concrete?), or does it stop degrading at 75%? Either of these would be easy to do in OpenRA, but I'd prefer that we did it right the first time around. Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted January 26, 2014 Share Posted January 26, 2014 Ok, so a newly placed building half on concrete will start with 75% health. Does it then decrease down to 50% (at half the rate than if it was entirely off concrete?), or does it stop degrading at 75%? Either of these would be easy to do in OpenRA, but I'd prefer that we did it right the first time around.no.. it won't degrade anymore..half concrete= 75% lifeno concrete=50% lifeas the percent of concrete varies the starting life varies.. Quote Link to comment Share on other sites More sharing options...
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