Are there any plans for a Dune 2000 Mod?

Discussion about the game and its default mods.
bellator
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Post by bellator »

Perhaps you should stylize the menu according to this book cover.

http://www.amazon.com/Dune-40th-Anniver ... 464&sr=8-1

No shellmap. Just a black background with a vertical slit of desert landscape and a horizontal bar with the game name. Suitably pretentious for Duniverse. :lol:

Perhaps we could just use any of tons of quotes from Dune in the loading screens.

https://en.wikiquote.org/wiki/Dune

Like, "God created Arrakis to train the faithful."

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BaronOfStuff
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Post by BaronOfStuff »

The worst bit about the game; "Laying concrete foundations." This absolutely must be in there! :D

bellator
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Post by bellator »

Yes absolutely. :drunk:

Matt
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Post by Matt »

bellator wrote: Perhaps we could just use any of tons of quotes from Dune in the loading screens.

https://en.wikiquote.org/wiki/Dune

Like, "God created Arrakis to train the faithful."
Quotes are copyrighted and not very creative.
BaronOfStuff wrote: The worst bit about the game; "Laying concrete foundations." This absolutely must be in there! :D
Buildings will simply explode without concrete foundations (on perfectly plain rocks). Just as in real life. The concrete will also break because of the harsh conditions on Arrakis.

Honestly, I think maybe concrete can be used to build on sand where you can normally not build in Dune 2000 or maybe someone has a better idea. Anyway the concrete plates are low priority at the moment.

bellator
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Post by bellator »

Quotes are copyrighted .
And why would Herbert's son care?
not very creative.
Well, they're a part of the dune literature.
Honestly, I think maybe concrete can be used to build on sand where you can normally not build in Dune 2000 or maybe someone has a better idea. Anyway the concrete plates are low priority at the moment.
Building on sand should not be possible. Perhaps with some special buildings, which would look like Oil Platforms with legs going down into the bedrock through the sand layer, but not otherwise. The worms are massive and will tear such structures apart.

D2K environment should be harsher and more limited, not identical to RA1.

Generalcamo
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Post by Generalcamo »

The main problem is the SHPs. I accepted the task because I thought it would be easy. But I was used to C&C SHPs. Dune 2K SHPs are a soup. I'm getting time again, so I might attempt to organize them. But I cannot convert them, as the tools I was given to convert them don't work properly (For me anyway, I am not experienced in command prompt)

Matt
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Post by Matt »

Are you working with my https://github.com/Mailaender/OpenRA/commits/dune? The DATA.R8 conversion works flawlessly (except infantry). Let's talk at irc://chat.freenode.net/openra to coordinate our efforts if you would like to help.

Generalcamo
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Post by Generalcamo »

Well, I am flattered. Are you there right now?

earthpig
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Post by earthpig »

Blarget2 wrote:
psydev wrote: It is there to keep ascetics from the novel (so I've heard, I've never read the dune series)
Lies, I saw no sandworms in that video! And those dudes were walking all over the open sand!

Matt
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Post by Matt »

For everyone who wants to help: here is my https://github.com/Mailaender/OpenRA/bl ... s/d2k/TODO file and it's only getting longer :)

Generalcamo
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Post by Generalcamo »

Perhaps concrete can be placed in a large area around the build point, kind of like Tiberian Sun. That would help things a lot.

Matt
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Post by Matt »

Generalcamo wrote: Perhaps concrete can be placed in a large area around the build point, kind of like Tiberian Sun. That would help things a lot.
Yes, some concrete around your spawn point would definitely be a good idea.

By the way: You can already try the mod. Just get a Dune 2000 installation from "somewhere", download https://github.com/Mailaender/OpenRA/zipball/dune then compile and follow the instructions when the game starts.

Matt
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Auto-Download version

Post by Matt »

I recently found out that the 1.06 patch http://dune2k.com/Download/16 includes the DATA.R8 (buildings, units, icons) and one Tileset (it says two, but I only see one). This is enough for a minimal Freeware version without sound that can be downloaded at first game start. As I can't extract the setup.z from the original CD and abandonware stuff is not strictly legal I think I will go this direction. Patch 1.06 also features a grenade thrower and a stealth raider. As OpenRAs InstallUtils.ExtractZip does not support .exe WinZip archives and all the other files can be just stripped to save traffic I rezipped everything.
Attachments
DunePatch106R8Data.zip
(1.88 MiB) Downloaded 409 times

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BaronOfStuff
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Post by BaronOfStuff »

Regarding Sandworms; if these are implemented would it also be possible to include the Chrono-Vortex in RA?

For anyone unsure what that is, it's that wibbly-wobbly swirly thing* that electrocutes anything and everything that it gets close to, and has a random chance of appearing after using the Chronoshift in RA95 (and several of them can appear with multiple uses of the device).

*Or the big black stormcloud in the PSX version.

Matt
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Chrono-Vortex

Post by Matt »

BaronOfStuff wrote: Regarding Sandworms; if these are implemented would it also be possible to include the Chrono-Vortex in RA?
If you draw a SHP for it I think the Chrono-Vortex is already possible with "AttackWander:" and "AttackFrontal:". Look at the visceroid in CnC (called VICE). You only need to create a SpawnVortex.cs (similiar to SpawnViceroid.cs) that creates one after the Chronosphere has been activated.

The Sandworm instead is more like a moving anti-tank mine.

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