Dune 2: THE BATTLE FOR ARRAKIS mod

Sega Mega Drive version of Dune

Information and discussion for custom maps and mods.
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Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Dune 2: THE BATTLE FOR ARRAKIS mod

Post by Remuneration »

What about this mod?

Image

There is the sourse ROM and extract instruments:
https://translate.google.ru/translate?s ... t=&act=url

xan2622
Posts: 80
Joined: Fri Mar 15, 2013 9:27 pm

Post by xan2622 »

Hello Remuneration.

I am glad you also like Dune 2.
Many players also think it would be cool ot have it in OpenRA, a github issue has even already been created for it: https://github.com/OpenRA/OpenRA/issues/3274

As you can notice, there is a $45 bounty on the issue : this means that the developer who will finish the mod will get the money (it will probbly be Mailaender, since he is one of the most active OpenRA developers and one of those who seem interested in Dune 2 as well).

For the moment, there is no real progression on this mod. OpenRA developers focus on the TS mod these days (among other things).

I don't know if you know github well but the openra source code is hosted at https://github.com/OpenRA/OpenRA.
You can follow the new issues there: https://github.com/OpenRA/OpenRA/issues ... dated-desc

If you want to chat with developers and other players, I invite you to join us on our IRC channel : [url]irc://chat.freenode.net/openra[/url].
Here is a web client: http://webchat.freenode.net/?channels=openra.

See you !

Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Post by Remuneration »

Tnanks for te answer!

I know github, and in https://github.com/OpenRA/OpenRA/issues/3274 it says about another version of Dune (not Mega Drive version) wich have another graphics...

Thanks for the links too, they will need to me)

How can I use my own MCV to start with it harkonnen faction?
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Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Post by Remuneration »

"Construction complete"!
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noobmapmaker
Posts: 1086
Joined: Wed Dec 10, 2014 11:59 am

Post by noobmapmaker »

Sorry for this pointless addition to the thread.

Arrakis - The Spice
https://youtu.be/XDxigfUOiG4?t=2m34s

Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Post by Remuneration »


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squirrel
Posts: 59
Joined: Mon Apr 06, 2015 4:54 am
Location: Tree

Post by squirrel »

Wow this looks interesting. Very Old school.

Evgeniy
Posts: 6
Joined: Fri Sep 04, 2015 11:13 am

DUNE 2 mod

Post by Evgeniy »

Hello

My idea is to mix dune2 and dune2k. This will allow to use already existing maps for d2k with old-school art.
I like concrete slabs from dune II. and I also like how units look like in dune2000. And I like to select multiple units. But I dislike how harvester look like in d2000.
I will try to mix them.
The main problem is Dune2 art. can anybody tell me how can I use art from Dune2?

There two possible options:

1) redraw dune2 art using 32x32 tiles instead of original 16x16. at the moment I try to use scaled images. The question is: is it allowed to use such redrawn images, or EA(holder of DUNE2 copyrights) will not allow that.

2) unpack DUNE.PAK extract images from it, scale and optionally apply diffs (if want more details, not original graphics). This possibility is like with other mods: end user will need to obtain DUNE.PAK and put it in some directory. But currently OpenRA can't read all content from DUNE.PAK, or I don't know how to read it. I see only units in Asset Explorer but can't see buildings.

This is how my mod_d2 looks currently:



P.S. I was surprised, how flexibly is mods in OpenRA. At this moment mod_d2 doesn't contain any line of code, just .yaml and .shp files.
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Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Post by Remuneration »

Hello, Evgeniy!
I think both options are possible. But in my opinion it would be correct to get the MOD to use the original resources. (as in other mods)
We need to know the developers exactly where settings are stored read graphics (particularly ZOOM)

And the rights of the universe does not have Dune2k dead Westwood Studios?

And what about the mix Done 2000 + Dune2k + Dune: The battle for Arrakis [sega]?
Personally, I schedule from Dune: The battle for Arrakis [sega] impaniruet More.

Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Post by Remuneration »

[SEGA] version of Dune 2: https://vk.com/doc-7241217_437582263

Unpacked + editors:
https://www.emu-land.net/forum/index.ph ... 864.0.html
http://www.razor-missions.16mb.com/content/r81c.7z

Use different format of files.
How can I use it in OpenRA? Edit a LUA not enoth.
How can I Use graphic and sounds from this unpaked files or dirrectly from smd rom? Can anybody Help with it?

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

https://github.com/OpenRA/d2 might be interesting for you. For the SEGA version graphics I assume you need to write some more file format converters in C#.

Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Post by Remuneration »

Matt, format converters? why cant to read graphic and sounds dirrectly from original ROM file?

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: Dune 2: THE BATTLE FOR ARRAKIS mod

Post by Matt »


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Aneyrin
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Joined: Sun Aug 05, 2018 8:19 pm

Re: Dune 2: THE BATTLE FOR ARRAKIS mod

Post by Aneyrin »

I think it must be separated from d2k mod. Will be great to get and implement to OpenRa resources from Sega Genesis Dune.

Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Re: Dune 2: THE BATTLE FOR ARRAKIS mod

Post by Remuneration »

Aneyrin wrote:
Sun Aug 05, 2018 8:37 pm
I think it must be separated from d2k mod. Will be great to get and implement to OpenRa resources from Sega Genesis Dune.
Maybe someone can help with writing format loader

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