Gruntlord6 Posted June 13, 2014 Share Posted June 13, 2014 Pretty much all Command & Conquer games have APCs.I know most RTS games have it, I just never thought about its absence from Dune 2000. Quote Link to comment Share on other sites More sharing options...
athanasios Posted June 14, 2014 Share Posted June 14, 2014 And you load half a dozen with sab's and engineers and finish the game! So don't expect that it will be easy to implement. It will need a lot of tweaking. We have to consider what we will allow them to transport. To expand on your nice idea what about allowing light infantry to shoot from inside the vehicle? Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted June 14, 2014 Share Posted June 14, 2014 And you load half a dozen with sab's and engineers and finish the game! So don't expect that it will be easy to implement. It will need a lot of tweaking. We have to consider what we will allow them to transport. To expand on your nice idea what about allowing light infantry to shoot from inside the vehicle?I think it could work by just giving the APC a light weapon, the point being its supposed to help transport infantry quicker, not actually take part in combat other light support.As for a load of engineers, it would be great as long as they don't destroy the APC, which would have cost you an arm and a leg to build with a full cargo of engineers. 1 Quote Link to comment Share on other sites More sharing options...
athanasios Posted June 16, 2014 Share Posted June 16, 2014 So the light weapon is activated when the APC is loaded. It this possible? Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted June 16, 2014 Share Posted June 16, 2014 So the light weapon is activated when the APC is loaded. It this possible?It should always be active, that way it can provide support after it unloads the troops. Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted June 16, 2014 Share Posted June 16, 2014 As for a load of engineers, it would be great as long as they don't destroy the APC, which would have cost you an arm and a leg to build with a full cargo of engineers.Well, in C&C games they just come out when the vehicle is destroyed. Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted June 17, 2014 Share Posted June 17, 2014 Well, in C&C games they just come out when the vehicle is destroyed.I don't remember that happening in other games like Emperor, so that's interesting. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted July 2, 2014 Author Share Posted July 2, 2014 We had a passenger seat for trikes in the beginning. Quote Link to comment Share on other sites More sharing options...
athanasios Posted July 3, 2014 Share Posted July 3, 2014 That's cool. Quote Link to comment Share on other sites More sharing options...
James_Fremen Posted July 5, 2014 Share Posted July 5, 2014 Hi, I'm new in this Forum... I speak Spanish, so, i support me with the google translator...lol I need Help, I can't open the OpenRA :/, this is the information of the Logs: exception.log: Operating System: Windows (Microsoft Windows NT 5.1.2600 Service Pack 3)Runtime Version: .NET CLR 4.0.30319.1Exception of type `System.InvalidOperationException`: No suitable renderers were found. Check graphics.log for details. en OpenRA.Game.Initialize(Arguments args) en OpenRA.Program.Run(String[] args) en OpenRA.Program.Main(String[] args)Operating System: Windows (Microsoft Windows NT 5.1.2600 Service Pack 3)Runtime Version: .NET CLR 4.0.30319.1Exception of type `System.NullReferenceException`: Referencia a objeto no establecida como instancia de un objeto. en OpenRA.Program.FatalError(Exception e) en OpenRA.Program.Main(String[] args)-------------------------------------------------------------------------------------------graphics.log: System.IndexOutOfRangeException: Índice fuera de los límites de la matriz. en OpenRA.Renderer.Sdl2.ErrorHandler.CheckGlVersion() en OpenRA.Renderer.Sdl2.Sdl2GraphicsDevice..ctor(Size windowSize, WindowMode windowMode) en OpenRA.Renderer.Sdl2.DeviceFactory.Create(Size size, WindowMode windowMode) en OpenRA.Graphics.Renderer.CreateDevice(Assembly rendererDll, Int32 width, Int32 height, WindowMode window) en OpenRA.Graphics.Renderer.Initialize(WindowMode windowMode) en OpenRA.Game.Initialize(Arguments args)System.IndexOutOfRangeException: Índice fuera de los límites de la matriz. en OpenRA.Renderer.Sdl2.ErrorHandler.CheckGlVersion() en OpenRA.Renderer.Sdl2.Sdl2GraphicsDevice..ctor(Size windowSize, WindowMode windowMode) en OpenRA.Renderer.Sdl2.DeviceFactory.Create(Size size, WindowMode windowMode) en OpenRA.Graphics.Renderer.CreateDevice(Assembly rendererDll, Int32 width, Int32 height, WindowMode window) en OpenRA.Graphics.Renderer.Initialize(WindowMode windowMode) en OpenRA.Game.Initialize(Arguments args)---------------------------------------------------------------------- Please help :( Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted July 5, 2014 Author Share Posted July 5, 2014 Are you still using Windows XP? Just because of security issues, we probably still support it. It looks like the same problem as discovered in http://cnc-comm.com/community/index.php?topic=2976.msg19912#msg19912 which will be fixed in the next version or you forgot to install graphic card drivers and that is the reasons OpenGL version detection fails. See http://wiki.openra.net/FAQ#no-valid-techniques as the problem might also be that your hardware is too old. Quote Link to comment Share on other sites More sharing options...
James_Fremen Posted July 5, 2014 Share Posted July 5, 2014 Thanks a lot, I forgot to install the last update of my graphic card Yeah, I'm still using Windows XP, I have another PC with Windows 8, but in this PC... You know... i can't play old games... Sorry if my English is not the best Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted July 13, 2014 Author Share Posted July 13, 2014 We have a new contributor for the Dune 2000 mod. The latest http://www.openra.net/news/playtest-20140709/ adds starting units and tech levels. The shellmap is also far more detailed. 1 Quote Link to comment Share on other sites More sharing options...
athanasios Posted July 13, 2014 Share Posted July 13, 2014 Hmm, I also see that there is added isomeric engine support. I dunno if any artists are willing to work on Dune2k sprites. I hope so. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted July 19, 2014 Author Share Posted July 19, 2014 We are currently speaking with people remaking Tiberian Sun assets at http://www.ppmsite.com for a freely licensed HD graphics replacement, but there is no such project for Dune 2000 and I doubt the community here is large and productive enough for such a huge undertaking. Quote Link to comment Share on other sites More sharing options...
athanasios Posted July 19, 2014 Share Posted July 19, 2014 It will take time. Quote Link to comment Share on other sites More sharing options...
mor60 Posted July 21, 2014 Share Posted July 21, 2014 Hi There! Great thanks for OpenRA project and Dune2k mod! I Ihad a question: Is it possible to use multiple production queue instead of global/primary prod.queue in Dune 2k mod (like in C&C Tiberian Dawn mod)? I`ve tryed to edit player.yaml with ClassicProductionQueue => ProductionQueue, but it didn`t work (game crashes). :-( p.s. thanks for attention. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted July 22, 2014 Author Share Posted July 22, 2014 Multi-queue needs ProductionQueue attached to buildings, not players. You will also need to change the whole build palette GUI. New release is out http://www.openra.net/news/release-20140722/ 1 Quote Link to comment Share on other sites More sharing options...
D2k Sardaukar Posted July 23, 2014 Share Posted July 23, 2014 Sexy screenshots. :P Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted October 5, 2014 Author Share Posted October 5, 2014 http://www.openra.net/news/playtest-20140927/ adds a new logo artwork, capture-able tech and improves the ornithopter strike. 2 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted October 18, 2014 Author Share Posted October 18, 2014 http://www.openra.net/news/playtest-20141012/ adds more stability to network games: Game servers will detect when a player causes extended periods of lag, and disconnect them from the game. 3 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted October 31, 2014 Author Share Posted October 31, 2014 Finally released http://www.openra.net/news/release-20141029 3 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted December 14, 2014 Author Share Posted December 14, 2014 Worm signs! 3 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted January 19, 2015 Author Share Posted January 19, 2015 http://www.openra.net/news/playtest-20150118/ adds Sandworms and Carryalls: also includes a lot of performance improvements and bug fixes. Happy testing! 3 Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted January 20, 2015 Share Posted January 20, 2015 http://www.openra.net/news/playtest-20150118/ adds Sandworms and Carryalls: also includes a lot of performance improvements and bug fixes. Happy testing!Any word on the building upgrades? I heard on Github that the "plumbing" was already done. Quote Link to comment Share on other sites More sharing options...
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