Except, in this case, a harvester would send a beacon to a carryall if it comes close. And, the sandworm, IIRC, can also kill infantry.Cmd. Matt wrote: ↑ The Sandworm instead is more like a moving anti-tank mine.
Are there any plans for a Dune 2000 Mod?
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Re: Chrono-Vortex
I recently fixed the infantry and ornithocopter frame ordering with help from chris. He also fixed the shroud and is working on the sandworm. I also added the sounds, voices and nearly all notifications. Nothing you can see at a screenshot, but still we are polishing for a release.
If you are not into coding but still want to help:
https://github.com/Mailaender/OpenRA/bl ... dialog.png
https://github.com/Mailaender/OpenRA/bl ... reides.png
https://github.com/Mailaender/OpenRA/bl ... konnen.png
https://github.com/Mailaender/OpenRA/bl ... -ordos.png
https://github.com/Mailaender/OpenRA/bl ... uttons.png
Those could need some overhaul. The square-flags in buttons.png should better be rectangles as in https://github.com/Mailaender/OpenRA/bl ... uttons.png so they fit into dropdown menus and https://github.com/Mailaender/OpenRA/bl ... dialog.png has an edge-tile.
If you are not into coding but still want to help:
https://github.com/Mailaender/OpenRA/bl ... dialog.png
https://github.com/Mailaender/OpenRA/bl ... reides.png
https://github.com/Mailaender/OpenRA/bl ... konnen.png
https://github.com/Mailaender/OpenRA/bl ... -ordos.png
https://github.com/Mailaender/OpenRA/bl ... uttons.png
Those could need some overhaul. The square-flags in buttons.png should better be rectangles as in https://github.com/Mailaender/OpenRA/bl ... uttons.png so they fit into dropdown menus and https://github.com/Mailaender/OpenRA/bl ... dialog.png has an edge-tile.
Beta Release
Go to http://openra.res0l.net/download and get the unstable playtest 20120715-2 which has for the first time Dune 2000 support. No need to compile anything yourself.
The d2k specific OpenRA changelog:
The d2k specific OpenRA changelog:
Code: Select all
Chris Forbes:
add d2k -> ra shp conversion support to utility
fix #2215 - add shadow.shp based on RA but with proper size for d2k
include d2k mod in official packages
Paul Chote:
Hacky beginnings of a standalone d2k mod
support d2k remap range
d2k shadows
Initial support for custom tile sizes
Custom tilesize support for editor
Support custom tile size ingame
Create valid maps for custom tilesets
Add new tileset source
Fix d2k colour picker (fact doesn't exist yet)
Matthias Mailänder:
added DATA.R8 → BMPs to OpenRA.Utility.exe
fixed R8Reader for DATA.R8
aligns all images to top left ignoring offset
created a bash script to append Dune 2000 BMPs to single PNG for SHP creation
individual frames of DATA.R8 now get converted to appended indexed PNG
use correct offset for D2k PNGs, started new bash script
reverse and cycle the frame order for D2k vehicles
fixed d2k mod, removed redundant palettetest and broken default
mostly makefile fixes for D2k.dll
added CnC as Dll dependency
removed Requires: tag because of map editor, added Atreides
fixing atreides voices/chrome, mcv, icons, adding structures
added refinery and carryall
added light factory, silo; quad and trike
put d2k mod stuff into it's own branch
added harvester, trike/quad now working, fixed mod inheritances
fixed vehicles driving backwards
fixing MCV facings and flickering bug
+heavy factory, radar outpost, brick wall
added tech buildings, repair pad, startport, tanks
fixed wall, silo; add ornithocopter, sonic tank, infantry
fixed refinery, factories
added Dune 2000 music, voices
make Dune 2000 an independent mod
inherit units that differ only slightly for each faction
added flags, worked on the UI
added Harkonnen
added Ordos
fixes repair pad
made HackyAI more flexible for Dune 2000 mod
fixing RALint.exe d2k and ordos missing defense buildings
added more Dune 2000 EVA voices
add D2k crates, started fixing infantry
updated the README
removed need to define Harvester/BaseBuildingUnit manually
added d2k mouse pointer, fixed aircrafts
added spice as a ressource
added (broken) content installer, moved instruction to GUI
fix CD rip logic a little
added smudge
added spice bloom
added TilesetBuilder2 and fixed it for Dune 2000
added TilesetBuilder command line, added Tileset extractor
adding chrome/settings.yaml
updated BLOXBAT terrain
adding in-game GUI gamefile extractor/converter
added utility reference to Makefile for d2k mod
tsbuilder is required for mod_d2k
fixing BLOXBASE problems
added install rules for d2k mod, fixes carryall landing
new AI with optimized build order
remove unneccessary dependencies, make SendTo less spammy
experimenting with auto-downloader, sandworm
add the first Sounds
fixes mouse cursor not being transparent
+resampled sounds, readded and completed Arrakis tileset
make cursor always transparent, fix Arrakis tileset
replace RA conyard with D2k carryall for colorpicker
added engineer, bazooka
added special infantry, fixed UI, added new map
fix passable edges in Cliff terrain tiles
added Renderer Dropdown in RA Settings
add notifications
fix settings for d2k and cnc
new settings Transparent for cursors.yaml
made PaletteFormat configurable
added harvester unload, thumper which spawns sandworms
race specific notifications/mcv-crate
race specific ProductionQueue audio
voices now support prefixes
race specific BaseAttackNotifier
make ornithocopter flap (broken)
replaced RA sounds by Dune 2000 ones
make orni flap slower
transpose infantry/ornithocopter
fixed some selection boxes
fix utilty remap, remapped flag/poweroff to d2k.pal
READY/ON HOLD as DrawText instead of SHP
remove ready/hold/group pip from BuildPaletteWidget
auto-restart the game after getting the game-files
don't mount unneeded RA game files
string AcceptsSmudgeType replaces boolean AcceptSmudge
+RenderBuildingSeparateTurret
relative altitude for carryall cargo
fixed turret facing order, added rocket turret
added real allyrepair, fixed flagfly shadow
fixed crash when mod not found, don't save broken settings
change mouse pointer on terrain types
arrakis tileset categorized for editor
non-capturable hospital with heal-zone
notifications (formerly EVAalerts) centralized and race specific
unclock factory exits
made palette shadowindex configurable
added HarvesterAttackNotifier.cs to .csproj
add bibs for d2k
fixed building dimensions as d2k now has bibs
new spice shp with 20 densities
don't crash when sound rules are not loaded
manually fixed #2293 (building offsets)
- Attachments
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- release.png (36.78 KiB) Viewed 17026 times
- BaronOfStuff
- Posts: 438
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Yes, I should have tested more thoroughly. https://github.com/OpenRA/OpenRA/pull/2311/files fixes the bug.
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- Posts: 126
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- Location: St. Louis, MO
Cross posting some latest improvements.
- Attachments
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- JOo completely reskinned the ingame-UI.
- reskin.png (737.59 KiB) Viewed 16902 times
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- The Menu has been revamped by JOo.
- newUI.png (93.92 KiB) Viewed 16902 times
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- Working on a legacy map importer has begun. Thanks to spreem (no source code released yet)
- legacymapimporter.jpg (284.98 KiB) Viewed 16903 times
Last edited by Matt on Sat Jul 28, 2012 11:38 am, edited 1 time in total.
Maybe this can be achieved by adding fake units to the build palette, but Dune 2000 upgrades are quite boring (4 to 6 plates, add one new unit) and it would require to add yet another button and it is already too full.Harisson wrote: ↑Will be there any upgrades like in original game ?
Maybe Starcraft/Generals like upgrades would be something worth considering.Harisson wrote: ↑Some upgrade system in OpenRA would be useful.
What's the plan with concrete plates ?
I experimented with concrete plates. https://github.com/OpenRA/OpenRA/issues/2249
Ofcourse, research could open new ways in modding.
I remember tricky research in RA2, you build normal building, which has size 0x0 and no image and it allow to build new units. So you place imaginary building on map... another usage of this "research" was superweapons or heal weapon with range 999, so your infantry get autoheal :D .
plates... realy it doesn't work with bridge or resources system ? I'll try it...
I remember tricky research in RA2, you build normal building, which has size 0x0 and no image and it allow to build new units. So you place imaginary building on map... another usage of this "research" was superweapons or heal weapon with range 999, so your infantry get autoheal :D .
plates... realy it doesn't work with bridge or resources system ? I'll try it...
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