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Posted

Im the Lord here! J/K!! :P

Go Neonext show the world your skills...

Sorry but i have trouble in connection now...

My best computer is a 166Mhz with Mozilla and i killed its CD-Rom yesterday..., so i dont have much cpu power before komplett.no gives me my DDR-Ram back... they will send it 27th of dec...

  • 2 weeks later...
Posted

Okay I will say the basics now.

Redux 2 is the second coming of my Dune 2 clone. The first Dune 2: Redux was my first attempt at a RTS game. While it was a good attempt, production was hindered by some nasty bugs and limitations.

I said I would be back after learning a thing or two and here I am. I have only begun working on Redux 2 recently, but it's current state is far beyond that of Redux 1's.

The first release of Redux 2 will feature:

- A completely new engine, with a much easier, streamlined interface and nearly bug-free environment (as far as gameplay is concerned).

- All Dune 2 units fully working.

- All Dune 2 structures fully working.

- High resolution, 16 bit graphics, scaled to represent original Dune 2 size.

- Multiplayer, for up to 8 players using TCP/IP, IPX, Modem, or Serial connection.

- Optional AI players can fill any of the 8 slots (in both multiplayer and skirmish).

- Randomly generated maps, for single player skirmishes and multiplayer games.

- Map and Scenario editor, which can be used in multiplayer as well as single player.

These are just the general basics, and I'm sure there's much more I haven't thought of at the time of this post. Feel free to ask any questions.

Posted

I never played the first one, but this sounds cool and I have upmost respect now for modders now that I tryed it myself, and even more for ones that go a level higher, as a favor, if its under 15 megs I'll download it :).

Posted

Some changes from the version of Dune 2 I studied (Battle for Arrakis).. correct me if I'm wrong about any of these:

- Rockets from rocket tanks will track their targets. They are still fairly inaccurate when it comes to targeting though.

- Siege tanks, devastators, and rocket launching tanks all have an increased rate of fire instead of firing twice and then reloading. This might be changed later.

- Deviators completely change an enemy unit to your control. The enemies will never change back unless they are deviated themselves. Deviators also have a decreased rate of fire.

- Also, there is no friendly fire in this game, and that includes your own units hitting each other (the shots will simply pass over them).

- Sonic tanks will cause multiple hits upon structures as their shots pass through them. I'm not sure how this is handled in the original Dune 2, or what to do about the amount of damage this causes.

Right now, the AI's use all these special units correctly, and so far the sonic tanks are by far the most powerful, with devastators coming in second (I love watching the AI use these correctly), and the deviators coming in third. I need to do some balancing, especially when multiplayer is fully working.

Like the first Redux, the Empire will be playable, this time as House Corrino. I want Corrino to have it's own special unit, available from building IX like the other houses do. Any suggestions?

Posted

Nice neonext....

One detail that should be nice is almost invisible saboutaurs...

you'lll just se some pixels in the sand... it depends on dune2 version, sometimes hes a white infantry sometimes invisible... he should be invisible to the enemies but not to you...

and only let you see him by trikes and men... (then they are useful later in the game)

Make a tracking system for the orni...

where you can choose a point to sircle around, and attack enemies...

So its not lost at 10 secs cuz rocket turrets

Posted

Here's my plans for Corrino:

I would like to have the Sardaukar be a better version of Heavy Troopers, built only by Corrino WOR Barracks (similar to how the Ordos have the Raider Trike).

Atreides and Ordos can build both Trikes and Quads, but Harkonnens can only build Quads (no Trikes). I was thinking it would be interesting if Corrino could only build Trikes (no Quads). It would also help balance the game since their Sardaukar are better troopers.

Corrino Palace special: Death Hand missiles, just like in Dune 2.

This still leaves a question as to what special unit the house of Corrino will receive from building the Ix Research Center. It doesn't necessarily have to be built by the Heavy Vehicle Factory. I have experimented with putting rocket launchers on Quads and Trikes, which is a quick way of making a special unit for Corrino. I will probably use one of these if I can't come across any better ideas.

Posted

What about a Trike with sonic waves... Stronger than a trike....

Or a Sonic turret...

Or mobile rocket shield... A shield that have a small radius where a death hand cant land...

Wormcontroller? things that can control worms

Or Nuklear Beacon, Ppl that sacrifice themselves to make deathhand more accurate (it will land on the spot where they placed beacon...)

ITs corrino, so what about TAX collectors... units that can rob refineries for 1000-4000 credits when entering..., have some kind of disguise so only a few units are "able" to "see" it, and it are looking like a regular infantry for humanse of other houses/teams

Posted

I'm having too much fun playing the game. ;D

I probably won't get everything finished in time, like the scenario editor, but who cares about that right now...

Aside from playing, it's pretty cool watching the AI's battle it out.

My latest test game was to check the Death Hand targeting.

8 Harkonnen players on a medium map with low Death Hand spawn times.

That, and I still have to make those missiles inaccurate.

Needless to say, it was a rather short game.

The AI will try to take out your construction centers first, then your palaces, then your heavy vehicle factories. Fortunately, the AI will randomly select players to target for each attack.

Also, work on multiplayer is underway, but there is still MUCH to do to get that area covered.

Posted

Your Job is to make...

My job is to play!!!

But most of all your game must be good not a pile of junk...

so put your soul in the work and show us the results

(if you didnt understand this was an attempt to moralize!!!)

Posted

Good news and bad news.

The good news is that I'm on track for release.

The bad news is that the first release will likely require a decent computer to run it.

On my system, in the middle of an 8 player game on a medium sized map at 800x600 resolution, I get about 25 fps, which is still playable but obviously not what I would like it to be.

My specs:

Athlon XP 1800+

512 mb DDR ram

64 mb Geforce 3 ti200

Keep in mind that I basically wrote this in 2-3 months, and there is a LOT of code that needs to be optimized. The radar display alone chops at least 10 fps off (I know how to fix this, I just don't have time for that yet). If I finish what's on my task list before release I will start optimizing then, but most likely you will have to wait for an update after release.

If anyone has any questions or suggestions about the game, feel free to ask.

Posted

i now have a new network in my room to help develop the multiplayer part of the game.

making a real-time strategy game become multiplayer is a lot harder than turn-based (my last project was mostly turn-based, and it was my first MP game).

based on what i've done so far, you should at least be able to play 1 on 1 over a LAN with computers as slow as 400 mhz

Posted

Q:

Do you ever read my mails?

Do you ever log on to MSN?

Well... the system requirements looks a bit high...

But if it is the same problem as last time, look for memory leaks and graphiccard memory leaks

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