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Dune2 mod #3274
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See Open Source Game Clones for already existing mature alternatives with various attempts to modernize or closely emulate the original gameplay. |
i would also like to see a "Dune 2" mod !
if someone feels like , he want to start it , i can help with graphic stuff , fixing frames , new content ... |
playtest-20131130 adds support for the dune 2 shp format (but it doesn't work on a couple of files), and #4193 adds support for the pak containers. This is enough for anyone to build out most of a dune 2 mod, and we can add extra file formats once they are needed. |
Something for you to start @xanax: https://github.com/Mailaender/OpenRA/compare/dune2-pak-exploring |
Here is a possible dialog.png file for this Dune2 mod (it's just a test...) Available here: https://github.com/xanax/OpenRA/tree/Dune2 |
Looks like you perfectly captured it. |
ill pump out a different dialog , tbh ... this looks horrible (regardless if thats the original graphics) |
A 90% complete GFX pack of Dune 2 this here is the main site : |
I agree. I don't even know why I didn't think of this menu.. (your menu). Problems:
Great mockups. Great ideas. |
See https://github.com/OpenRA/OpenRA/blob/bleed/mods/ra/chrome/mainmenu.yaml#L9 on how to add an image and https://github.com/OpenRA/OpenRA/blob/bleed/mods/ra/chrome/mainmenu.yaml#L21 on how to render a font with shadow. |
pchote said , we could probably write a parser for the font ... |
If you two want to get this going I suggest you start looking at the asset browser and set up some sequences and adapt the rules. Use https://github.com/Mailaender/OpenRA/compare/dune2-pak-exploring as a basis. |
So after some looking into this we still need a few things before we can really get a usable mod together.
Possibly more but those besides music are what important to get something rolling. |
Format80 is already supported -- C&C and RA use it. On Thu, Apr 3, 2014 at 6:24 PM, Danny Keary notifications@github.comwrote:
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Oh ok, well there is some information on tha thread page 2 onwards about the layout of the ICON.MAP and ICON.ICN files |
Mirrored facings is already supported if you mean counter-clock-wise turning of units in the sprite sequence. I added it for Dune 2000. |
@Micrographics most of the open source clones are "crap" - odd statement, especially with that link as reference. Only one of the items in that list is actually a 'clone'. OpenDune is a complete source decompilation of the original game with minor code fixes, meaning its gameplay is exactly the same as the original game. And Dune Dynasty is a rather excellent enhancement of OpenDune, and thus also not a clone. |
I've been incredibly ill lately. I'll get back to work on this when my guts are doing better. |
@Nyerguds check out "Dune 2 The Golden Path" im open for new/different ideas @Nyerguds : ive forgot that , maybe you just want to GRAB THAT ticket ... and make that dune 2 for OpenRA ... and just make it like you want it to be :) +im sry for the "open source clones are crap - statement" .... sometimes my fingers are faster then my brain :/ |
@JackKucan We did not know you started to work on this in the first place. |
@Micrographics Personally I'm perfectly happy playing Dune Dynasty. Don't see why I'd need to involve the OpenRA engine in that :) |
@Nyerguds We could play it in Multiplayer against each other :D Yeah , i know theres probably allready enough Dune2 projects including multiplayer ... but , integrated in OpenRA it would have alot of support (from alot of competent people) and here it could stand the test of time , easy map making and sharing ... we probably get more people to play it , since they just have to switch mods ... and we just grab all the dune2 fans out there , and say : install and play it ! think of all the benefts , custom made maps , new missions if you wish to... for special gameplay . with more content etc. |
Well, yes and no... I admire the work that's gone into it, but I lament the fact it was never intended to reproduce the original game mechanics, and will thus never feel anything like the games it's supposed to be modelled after. I prefer researching the actual game instead; for instance, I recently figured out why the green on SHP files is used as unit shadow. And no, it's not hardcoded. Not in C&C1, at least :) Anyway, I'm getting off topic here. As always, I'm definitely willing to provide internal info on Dune II for the project. I have made an exe editor that can dump a rules.ini for Dune II with all of its internal stats, including units, structures, terrain, houses, actions (unit commands), voices, and some more. You can find the ini dumps for the different versions of the game here: |
Thanks a lot for detailed comments. I'll try to load from map file. Just want to know, why everybody say that creating sprite loader is better than creating convertor/extractor from original files to shp. The easiest and perfect look way is to just use already extracted images(link to gfx above), modify and create .shp files. About implementing sprite loader. As I can see, Sprite loader receive stream object. but as explained earlier, need two streams, one for .map and one for .icn file. At this moment, it is not very clear for me, how to implement this. read .icn file in ParseFrames for .map file or read .icn before .map and have some reference then loading .map file. Or modify core loading functions and "hardcode" this. |
These details can be overwhelming. I think it's now a principle thing. OpenRA seems to already support alot stuff like the "dune .shp" and the .pak files. This work could be seen as waisted time, if we bypass that with a graphically approach. Even when it is much more easy to understand how to do it graphically. But in the case of maintainability, expandability or accessibility the RA.shp file will not be as a bad choice as we might think, due to tools like the open ship builder. But in the other hand there are maybe already modifided original .shp files, or modified units out there. |
Thanks guys I found "Doon Lunacy" library at the link to forum.dune2k.com, that @Nyerguds share earlier in this thread. I think I can port it to c# sprite loader.
Modifications in SpriteLoader.cs will need to allow SpriteLoaders load additional streams. currently TryParseSprite function accept only one stream. public interface ISpriteLoader2: ISpriteLoader
{
string GetLinkedFileName(string filename);
bool AddLinkedStream(Stream s);
} and modify SpriteLoader GetFrames function to work with both ISpriteLoader and ISpriteLoader2. |
A simpler (but a bit more hacky) approach would be to have your icn parser open its own stream for the .map file, and then close it once it is done (before returning). All the frames from a sprite file are loaded up-front, so there aren't any performance concerns related to repeatedly opening and closing streams. |
I like, how flexible is OpenRA sources. don't want to use any "hardcoded" filenames or constants in it. |
As flexible as you make them, really. |
Hi evgeniysergeev. It would be nice if you joined us on our IRC channel : http://www.openra.net/community/. We, (contributors and developers) usually discuss about OpenRA in this chatroom. |
I'm all for adding the file format support needed for an outside mod to build their own D2 clone on top of OpenRA, but expecting us to maintain and ship our own version of it is unrealistic. There are already several good d2 clones, but the bounty is getting large enough that somebody might try to cash in on it and then leave us to maintain it in perpetuity, which is very unfair on our small development team. I'm going to close this ticket now because bountysource doesn't let us restrict bounties on individual tickets. @evgeniysergeev and others, please feel free to open new tickets for any sub-features that you need to build your own d2 mod project. To the backers: You should be able to claim the bounties you have placed on this back from bountysource. |
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#9580 That's my feature list of the Dune2 mod |
You should probably talk to @evgeniysergeev about moving that list to his repo - https://github.com/evgeniysergeev/OpenRA as he is the one working on the mod. Then people could place bounties there if they want to. |
The $180 bounty is still valid. |
Letting you know that in the event Dune mod for OpenRA happens, I'll be make a short announcement/trailer video for it. Mixed soundtrack: https://www.dropbox.com/s/15p66bz6nchfejs/Dune%20II%20OpenRA%20Makeover-incomplete%20-%20Kopi.mp3?dl=0 |
SoScared, Error (404) |
I have started to think of an interface for the Dune2 mod. #3789 might be required for a Dune2 UI (if we want its interface to feature these buttons by default). But for my Dune2 UI proposal, I would prefer the Order Palette (attack, move, retreat, guard) not to be displayed by default, but only after units have been selected). So unlike the original Dune2 UI (the screenshot above), the order palette would appear below the production palette (for example). IRC log (pchote's idea is really interesting): |
Hey, in my opinion buttons for orders (attack or move,..) are antiquated and should be avoided at all costs. Standards did not establish without purpose. Compare it to the single unit selection. Do you really like to use such old standards? There's no deeper scene in using old standards. nice sketch @Micr0Bit. |
Agree with @TheRaffy about the attack/move buttons but I'd be super excited about using the classic build options where everything is built in the separate window. Might be a bit outdated but it's at the crux of what Dune 2 was about - environment. This plus the click-and-order 1 unit at a time made Dune 2 very slow paced RTS, almost turn based even - a modern version might risk streamline the game a bit hard, phasing out the few qualities it had over its' successors. IMO this needs to addressed this if people are to enjoy a D2 mod. |
Sketch looks good but i'm not sure if we really want toggle power on d2. Also what about the text box? I really like how it shows percent fullness of harverster here. Also d2 had subtitles enabled when sounds disabled. (I used them because seeing text is easier than hearing, especially for Death Habd Launched notification.) Do we plan to implement these? About 1 unit selection and command buttons. I'm fine with them. I also agree with SoScared that full sized building UI can be good. Also if we are not gobna go with that, we should go like TD mod to allow ever stucture work seperately. IIRC this is how d2 works. |
Well, in the end any working HUD is better than no one :D |
See https://github.com/OpenRA/d2 now. |
I know there are several open-source projects about Dune2 but it would be cool to be able to play it with OpenRA too, with a mod.
The mod could have some enhancements like a checkbox to enable/disable the multiple units selection.
This way, players who want to keep the original gameplay as it was, could still enjoy the mod.
Links:
http://forum.dune2k.com/forum/12-dune-ii/
http://dunedynasty.sourceforge.net/
Usuful tools:
http://forum.dune2k.com/topic/19752-list-of-dune-ii-editing-tools/
http://duneii.com/downloads/
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