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Matthias M.

OpenD2k - cross platform reimplementation of Dune 2000

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By fixing the editor I meant that we should be able to open it from the .exe not start menu. Atm i have the 630 release (to play ra and cnc) and the unstable, which isnt compatible with 630. So the editor doesnt work, even if i delete the 630.

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Btw, can u upload here habb erg converted map, the one from the screenshot? would be good to have an 8 player map.

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Please dont add the feature from dune 2000 where if u dont build on concrete u have half of the buildings health.

And I think that I should been left as it is in original... In other way, what would be a sense of building concretes?

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Yes, they do? Screenshot?

They do link with each other but not with turrets. Also, as you can see, I should be able to build there, but I can't. And the building preview is not on the white blocks as the other buildings.

Thanks for fixing the bugs. :)

post-2251-0-43809600-1343594229_thumb.pn

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They do link with each other but not with turrets. Also, as you can see, I should be able to build there, but I can't. And the building preview is not on the white blocks as the other buildings.

See https://github.com/OpenRA/OpenRA/issues/2248 and https://github.com/OpenRA/OpenRA/issues/2293 Sadly I don't yet know how to get this done.

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what about habb erg map?

Go to irc://chat.freenode.net/openra and ask a guy named sprreem.

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Finally some new maps! Let's see how 2vs2 game will look like...

[uPDATED 14.08.2012] - Okay, after bunch of games (1vs3, 2vs2, 1vs2vs1) I've noticed few problems:

1) AI will never train and build these units: Trikes, Quads, Siege Tanks, Rocket Launchers, Sonic Tanks, Deviators, as well as these buildings: Silos, Starport, Palace

2) Instead of directly attacking anything, AI will gather units near point of interest and will be sloooooowlyyy moving them closer to this point (it looks like he's regrouping them many times...)

3) While moving Sardaukars to the right side, they are walking backward

4) Sardaukars and Fremen aren't showing attack animation

5) Siege Tanks have definitely too long attack range (well, that's my opinion...)

6) Deviators can convert some buildings such as Light Factory, Heavy Factory, Ix Research Center

7) Capturing Construction Yard of House other than Player's doesn't give its construction options

8) Light Infantry and Troopers are definitely too slow

9) Wall can be built everywhere, despite distance from Player's buildings

10) Devastators are too weak - almost useless - against infantry

11) After destroying AI's factories and barracks, it won't build them again - even if it has raffineries full of Spice.

I think that's all I've got for now in my opinion.

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I think you like calm loading screens, so I fixed up this one, hope you like it. Or else I can adjust it. I also had an idea with using the different clan/guild logo's with a wavy back pattern.

post-2251-0-82411600-1345047763_thumb.jp

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First of all, a lot of thanks for this project.

I have been a livetime fan of Dune 2000 and as a Linux user, it is always nice to see people doing multi-platform and/or open source projects regarding our good old games.

I just registered on this forum purely to keep track of this project, and i really hope this project keeps active!

I will compile and try it out this week :)

With kind regards.

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Hey, there is new OpenRA's unstable playtest. Can someone post me changes made in this version? I can't find them anywhere...

UPDATE: Well, there is serious problem with this build... If anyone would like to build Heavy Factory or High Tech Fachtory, the game instantly crashes.

At least bugs with special units in Trikes/riders and with infantry speed has been for sure fixed and I'm happy that the build menu have been slightly changed :)

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Go and download Unstable Playtests 20120825.2 to avoid the crash bug. Someone tried to "fix" the heavy factory footprint by removing the tip and commited the change without testing anything.

For a changelog have a look at https://github.com/OpenRA/OpenRA/pull/2339 Not too much for Dune 2000 though: mostly some new maps. If you want yours included post them at http://content.open-ra.org/?p=maps I slowed down the trikes/quads and sped up aircrafts. I also reworked some of the infantry animations, but I don't know if this has already been merged and released because changing the game files is not backwards compatible. Some bugs have been squashed: the deviator won't instant-capture light buildings anymore, thumper/worm removed (broken), made the carryall look less stupid, fixed the harvester docking sequence and fixed a crash bug when loading a saboteur or sardaukar into a trike.

Balancing is still terrible and gameplay very spammy. I posted all the remaining https://github.com/OpenRA/OpenRA/issues/search?q=d2k for someone else to fix as I won't have much time to work on this anymore.

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I made the new loading screen and I edited the repair/sell/power down buttons to look a little better. Also the white arrow in the menu is now a more dune 2000 style arrow.

If you want to use these changes, just copy these images into the "OpenRA\mods\d2k\uibits" folder and replace the current ones.

post-2251-0-26418100-1346422909_thumb.pn

post-2251-0-50960000-1346422916_thumb.pn

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I made the new loading screen and I edited the repair/sell/power down buttons to look a little better. Also the white arrow in the menu is now a more dune 2000 style arrow.

If you want to use these changes, just copy these images into the "OpenRAmodsd2kuibits" folder and replace the current ones.

post-2251-0-26418100-1346422909_thumb.pn

post-2251-0-50960000-1346422916_thumb.pn

Nice work there sard :D

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I made the new loading screen and I edited the repair/sell/power down buttons to look a little better. Also the white arrow in the menu is now a more dune 2000 style arrow.

If you want to use these changes, just copy these images into the "OpenRAmodsd2kuibits" folder and replace the current ones.

post-2251-0-26418100-1346422909_thumb.pn

post-2251-0-50960000-1346422916_thumb.pn

I added it in https://github.com/Mailaender/OpenRA/commit/55f53747fda0835385ca9de221d99e72c1aabcd7

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Notice: someone is redoing the old Dune 2000 maps: http://www.sleipnirs...p?f=83&p=283315

I also mapped the d2k data files completely and removed any RA dependency from the mod before I decided to stop development. Then I fixed the AI to build all units again. However https://github.com/O...penRA/pull/2339 (also includes the new buttons) is awaiting to be merged for quite a while.

There is also a new BetaAI work in progress which adds clever bots. If you are interested in development you could add some configuration files to make it work for the d2k mod. http://www.sleipnirs...hp?f=82&t=15984

If you want to build a campaign you can get inspiration from the RA Allied campaign project (including co-op missions): http://www.sleipnirs...hp?f=82&t=16003

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my suggestion is that the Deviator should be a IFV type unit.

the chemical missile should be able to kill huge groups of infantry.

and another suggestion is that, ornithopters should be given to both Ordos and Atreides and the bazooka soldier should be for Harkonnen only.

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removing trooper from harkonnen is bullshit and will screw it up. As for deviator, if u give both anti tank and anti inf capabilities and u improve armor too, wont it be too op? the devastator is the big tank destroyer of dune. Ordos' profile isnt brute force, it's hit-n-run tactics, therefore the best thing would be to add the ability westwood gave them (temporary enemy unit control) but make them always hit the target.

About ornis, all 3 houses need aircraft units, thats a balanced.game (have a look at C&C 95). but yes dune may use air units, this would open more tactics. But ofc refillable aircraft, not like the dune2 orni.

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