Are there any plans for a Dune 2000 Mod?

Discussion about the game and its default mods.
Generalcamo
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Re: Chrono-Vortex

Post by Generalcamo »

Cmd. Matt wrote: The Sandworm instead is more like a moving anti-tank mine.
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.

Matt
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Location: Germany

Post by Matt »

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.

Matt
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Location: Germany

Beta Release

Post by Matt »

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:

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
release.png
release.png (36.78 KiB) Viewed 17026 times

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BaronOfStuff
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Post by BaronOfStuff »

I'm impressed, but one problem... building Siege Tanks apparently crashes the game!

Matt
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Location: Germany

Post by Matt »

Yes, I should have tested more thoroughly. https://github.com/OpenRA/OpenRA/pull/2311/files fixes the bug.

tacozmeister
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Location: St. Louis, MO

Post by tacozmeister »

:D Will definitely love this during the next available stable build. Yeah, I'm lame like that and wait for stable builds. Looks good though, and I salute you! +1 Swagger for you.

Matt
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Post by Matt »

Cross posting some latest improvements.
Attachments
JOo completely reskinned the ingame-UI.
JOo completely reskinned the ingame-UI.
reskin.png (737.59 KiB) Viewed 16902 times
The Menu has been revamped by JOo.
The Menu has been revamped by JOo.
newUI.png (93.92 KiB) Viewed 16902 times
Working on a legacy map importer has begun. Thanks to spreem (no source code released yet)
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.

Matt
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Post by Matt »

I also fixed many (crash) bugs and scruffy animations.
Attachments
Emperor palace icon contributed by D2k Sardaukar and Grand Leo for a possible 4th playable faction.
Emperor palace icon contributed by D2k Sardaukar and Grand Leo for a possible 4th playable faction.
palacehicon.png (2.15 KiB) Viewed 16898 times

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Harisson
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Post by Harisson »

You are great !
Will be there any upgrades like in original game ?

Matt
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Post by Matt »

Harisson wrote: Will be there any upgrades like in original game ?
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.

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Harisson
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Post by Harisson »

Fake units are weird... surely don't add them.
:/ Some upgrade system in OpenRA would be useful.
What's the plan with concrete plates ?

Matt
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Post by Matt »

Harisson wrote: Some upgrade system in OpenRA would be useful.
What's the plan with concrete plates ?
Maybe Starcraft/Generals like upgrades would be something worth considering.

I experimented with concrete plates. https://github.com/OpenRA/OpenRA/issues/2249

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Harisson
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Post by Harisson »

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...

Revan Mark
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Joined: Tue Jul 31, 2012 7:53 pm

Post by Revan Mark »

It would be simpler that way for material designers than having to turn each graphic's balanced out whenever they want to use it. Therefore you could transfer information straight from D2K fan mods and the whole current mission's visual information without transformation.

bellator
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Joined: Wed Sep 28, 2011 12:22 am

Post by bellator »

Image

Made some harkonnen units.

I decided to use a single chassis for all three units: 1. saves my time and 2. it makes real-life sense to standardize such things.

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