Page 4 of 4

Posted: Fri Jun 08, 2012 6:06 pm
by Matt
OpenRA.Utility.exe now extracts all tilesets from Dune 2000 and I made some progress fixing the improved TilesetBuilder2 from katzsmile (thanks!) I now have all tiles available soon and added the Dune 2000 terrain types including "Rough" as infantry-only, buildings only on "Rock" and slow movement on "Dune".

Playing the test version is quite difficult at the moment. Go to https://github.com/Mailaender/OpenRA/tree/dune and click ZIP or use git to download the source code. I use Linux and make. If you are on Windows use MSBuild or Visual Studio C# Express 2008.

Then get a Dune 2000 installation from somewhere (*cough* abandonware *hrrrm*) as extracting the setup.z from CD does not work at the moment. Copy the Data/*.R8 files and GAMESFX folder to "~/.openra/Content/d2k" or "My Documents/OpenRA/Content/d2k" on Windows and execute the bash script "ripD2kGamefiles.sh" which runs some command line tools that converts the game files for the OpenRA engine. If you are on Windows you need to create a batch file that does the same thing. Should not be too hard.

"mono OpenRA.Game.exe Game.Mods=d2k" starts the mod on Linux (without mono on Windows).

To get it started is a little annoying at the moment. Sorry for that. A GUI installer is high priority on the https://github.com/Mailaender/OpenRA/bl ... s/d2k/TODO list.

Posted: Sat Jun 09, 2012 5:54 pm
by Matt
As now the first people asked in IRC how to get this started and most of them use Windows I replaced my bash script with a platform independent GUI content file extractor/converter/installer. At the end the TilesetBuilder.exe will pop up and close immediately. This is ugly, but it works.

Extracting will take a little long because the R8Reader will always scan the whole DATA.R8 over and over without any caching, but go prepare yourself some spice melange tea while your PC is working ~5 minutes. If someone knows how to make my code more efficient I would be glade to hear about that.

Posted: Sun Jun 10, 2012 8:14 pm
by knivesron
Great work matt. much appriciated. its coming along nicely. Keep up the good work

Posted: Mon Jun 11, 2012 2:24 am
by bellator
knivesron wrote: Great work matt. much appriciated. its coming along nicely. Keep up the good work
Seconded.

Posted: Sat Jun 16, 2012 10:31 am
by Matt
I resampled the Sounds lately, added some basic infantry (still moonwalking and circulating while firing as the frame order is different to RA). I also worked on the tileset. It now includes all Dune 2000 1.03 tilesets as all-in-one featuring nearly 500 tiles.

Posted: Sat Jun 16, 2012 3:50 pm
by BaronOfStuff
This is fucking fantastic work. Can't wait for a release.

It's probably already been mentioned, but does this use the original D2K palette, or has it all been converted to RA's?

Posted: Sat Jun 16, 2012 6:11 pm
by Matt
Some parts are already pushed to OpenRA/bleed and might come with the next playtest.

Everything (cursor, terrain, units) now uses https://github.com/Mailaender/OpenRA/bl ... ts/d2k.pal See https://github.com/OpenRA/OpenRA/wiki/P ... and-Remaps for explanations. If you look carefully you see that Dune 2000 remapping is not fully supported yet.

Posted: Sat Jul 28, 2012 11:36 am
by Matt
chrisf wrote: Contents of DATA.R8, as PNG8 with correct palette embedded

http://ijw.co.nz/d2kout.zip
Do not use these: some have <256 colors which crashes OpenRA.

Posted: Sat Jul 28, 2012 3:14 pm
by CombineC
Seems the Map is Large enough for 2v2