Are there any plans for a Dune 2000 Mod?
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.
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."
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.
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."
- BaronOfStuff
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Quotes are copyrighted and not very creative.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."
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.BaronOfStuff wrote: ↑The worst bit about the game; "Laying concrete foundations." This absolutely must be in there!
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.
And why would Herbert's son care?Quotes are copyrighted .
Well, they're a part of the dune literature.not very creative.
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.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.
D2K environment should be harsher and more limited, not identical to RA1.
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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)
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.
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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
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Yes, some concrete around your spawn point would definitely be a good idea.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.
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.
Auto-Download version
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
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- DunePatch106R8Data.zip
- (1.88 MiB) Downloaded 409 times
- BaronOfStuff
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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.
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.
Chrono-Vortex
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.BaronOfStuff wrote: ↑Regarding Sandworms; if these are implemented would it also be possible to include the Chrono-Vortex in RA?
The Sandworm instead is more like a moving anti-tank mine.