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Are there any plans for a Dune 2000 Mod?

Posted: Mon Apr 09, 2012 5:10 am
by panzeroceania
Are there any plans for a Dune 2000 Mod?

If I remember correctly, the engine is based off of Red Alert and therefore should port better than other games, and would have totally unique gameplay.

this is a video of Dune 2000

http://www.youtube.com/watch?v=9tCNXXMN9xQ

see how similar it is?

Posted: Wed Apr 11, 2012 9:45 am
by psydev
If there is a mod, we simply MUST get rid of the archaic concept of building "tiles" before placing a structure. I'm personally shocked and appalled that they didn't get rid of this archaic "feature" when they re-made Dune 2000.
It is really pointless--it's just an annoying, endless chore for the user and it adds nothing to the gameplay.

Posted: Wed Apr 11, 2012 10:22 am
by BaronOfStuff
I don't know whether to agree or not.

I hate the whole "throw a load of concrete down" element too, but... hmmm, you know what? Screw it. It can go for all I care. I honestly can't think of one good thing to say about it!

Posted: Wed Apr 11, 2012 6:57 pm
by Blarget2
psydev wrote: If there is a mod, we simply MUST get rid of the archaic concept of building "tiles" before placing a structure. I'm personally shocked and appalled that they didn't get rid of this archaic "feature" when they re-made Dune 2000.
It is really pointless--it's just an annoying, endless chore for the user and it adds nothing to the gameplay.
It is there to keep ascetics from the novel (so I've heard, I've never read the dune series)

Posted: Sat Apr 14, 2012 9:41 pm
by djwhitfield
Would love this

Posted: Tue May 01, 2012 12:46 pm
by Matt
There are some tests at https://github.com/OpenRA/OpenRA/tree/master/mods

d2k is badly broken
palettetest replaces the RA MCV with the one from Dune 2000

Posted: Tue May 01, 2012 12:50 pm
by Matt
I talked to Chris. He might do the game mechanics coding if someone converts the Raw D2k graphics into compatible SHPs.

If you look in the games source code history there were plans to support Dune2000s .r8 file format: https://github.com/pchote/OpenRA/blob/7 ... me/Game.cs

Posted: Tue May 01, 2012 1:10 pm
by Matt
I also found Dune 2000 Formats Specs if someone wants to contribute code.

Posted: Sat May 05, 2012 7:49 am
by psydev
Cmd. Matt wrote: I also found Dune 2000 Formats Specs if someone wants to contribute code.
So I to understand from reading this that, unlike RA/CNC, images are not rotating around a center point, but rather aligned with a border, starting from the the top-left...
Would it be possible to simply adapt the OpenRA game engine to be able to display either .SHPs that are in this format, or in the older centerered format?
It could then just be a question of informing the engine how to interpret a .SHP through a setting in a .yaml file. Example: Mod.yaml can say "default setting for this mod/unit type [infantry, vehicle, ...] is left-aligned, with offset -X,-Y". Whenever a .SHP file is called by a .yaml file, it can be specified that it is an imported centered image or if the offset should be different (e.g. for a very large unit).
Would that be practicable? It would be easier that way for content developers than having to convert each graphic's offset whenever they want to use it. Therefore you could import data directly from D2K fan mods and the entire existing game's graphical data without conversion.

Posted: Sat May 12, 2012 9:19 pm
by Matt
https://github.com/Mailaender/OpenRA/co ... e4e8c0f34d The R8Reader in my OpenRA.Utility fork currently ignores the offset. I consider this a bug that I would like to fix there (help!). The version before had cropped images that also ignored the offset. Using them and adding offset information to YAML files afterwords might be more work than just get properly alignment images/SHPs.

Posted: Sun May 13, 2012 7:07 am
by Matt
The Offset places the images sometimes outside of the FrameSize. This might explain my "Array out of Range" exception when I try to align them correctly. I have no idea how to solve this. It does not make sense to me. Why did they even change the file format for Dune 2000? The engine looks identical to RA/TD. *gnarrr*

splash screen

Posted: Thu May 17, 2012 7:47 pm
by Matt
I started fixing the Dune 2000 mod and created a splash screen (Code). The Arrakis icon is copied from http://dunelegacy.sourceforge.net/ which is a nice GPL reimplementation of Dune 2. Can anyone think of cool Dune phrases for the loadscreen?

Posted: Fri May 18, 2012 6:09 am
by katzsmile
Dune loadscreen

Posted: Fri May 18, 2012 9:35 am
by Matt
katzsmile wrote: Dune loadscreen
Is this 100% self-made?

I like the wood panels. Can you create dialog.png, chrome.png and buttons.png in the same style?

Posted: Fri May 18, 2012 11:02 am
by katzsmile
this panels you can get from dune2000