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-   -   Dune II The Maker DEMO 4 Released (http://www.abandonia.com/vbullet/showthread.php?t=20700)

MrFlibble 14-07-2009 06:10 PM

Dune II The Maker DEMO 4 Released
 
A new version of Dune II The Maker, a Dune II recreation, has been released. The new version features skirmish mode and a random map generator. See the full list of changes below.

Download Dune II The Maker DEMO 4:
http://d2tm.duneii.com/component/opt...lectcat/cat,1/

Screenshots:

List of changes:
Quote:

DEMO 4 - DEMO 3

BALANCING:
- Ornithopter rockets do more damage
- Rockets from Troopers do a bit less damage
- Rocket Turrets do a bit more damage to infantry & vehicles
- Normal Turrets do a bit more damage to infantry & vehicles
- Combat Tank does a bit more damage to infantry

FIXED:
- AI able to build multiple units from the same building at the same time (oops, cheating!)
- Workaround for harvesters doing nothing.
- Building troopers/etc for human player.
- Bug where "order" button would be misplaced (too low)
- Bug where you could select computer units via 'team' key's (ie, by pressing 1-5)
- Able to 'repair' units when no repair facility is built.
- Fixed bug Repair Facility. (Units always repair as if they were totally damaged)
- Memory bug in loading INI file. (causing byte shifts, which *could* eventually screw things up)
- Able to select enemy units when pressing group number

CHANGED:
- "Devided" -> "Divided"
- Unit drawing , more accurate on cells.
- Unit drawing , health bar and spice bar is different.
- Unit drawing , selection box is changed
- Unit variables a bit more efficient.
- When buttons are unavailable, they are darkened instead of greyed out.
- AI will now not walk over spice blooms, but shoot them.
- Upgraded Allegro from version 4.0.3 to 4.2.0
- Upgraded Alfont from 1.19 to 2.10
- Source is now compiled under MSVC 7.0
- Dune 2 missions, briefings, etc is now centered in one "campaign" folder

NEW:
- More scenes added.
- Very smooth fading for Windtraps now (instead of using 256 color palette Blue values, it
uses 16 bit values)
- Using some FBLEND routines for drawing transparant graphics and so on.
- "easy on cpu" auto-code. Will try to give cpu some slack if fps is above "ideal fps" (can be
set). Especially useful on laptops.
- Skirmish mode, AI is primitive, but tough.
- with totally new random map generator built in
- able to create your own skirmish missions via INI files (up to 99 missions)
- 4 players maximum (1 human, 3 CPU)
- CPU can be Sardaukar
* Able to see random created map by hovering mouse on the question mark. Default = invisible, so
you can be really suprised to play (hit 'random map' and then 'play').
- Completely new written structures code (same functionaly as in demo 3 though): using
true OOP.
*NOTE: Bug detected, starport does not function 100% yet.
* - Skirmish mode - maps are named as "map##.ini" , up to 99 maps supported.
- RakNet library is compiled in project and will assist in network code in future releases.
- MCV can be deployed with D now (select and press D).
- Carry-Alls blow sand/spice when picking up unit on sandy/spicy terrain.
- Structures graphics updates
- Real shadow blending done
- Structures show ground underneath, so if no fundament is built the building
appears on rock, etc.
- When infantry or troopers get 30% health; a single soldier/trooper appears
with 100% health. The other 2 died (leaving bodies on the ground).
- When not enough money, icons are a bit greyed out + a red cross is drawn over them.
- Tanks are able to squish infantry (leaves big blood splatter for infantry and tiny for soldier, etc)
- Shortkey B added to build last built icon on list (also applies for units)
- Shortkey P added to place built structure
- Shortkey U added to quick-upgrade
- Units can gain experience:
- no stars = no experience
- yellow stars (max 3)
- orange stars (max 3)
- red stars (max 3) -> max experience: twice damage done
(*) Stars are gained by kills; infantry kills give units 2.5/10th star experience.
bigger units 4.5/10th star.
Units with more experience will deliver bigger hits on enemy units.
- Tech Tree changes:
- Repair Facility & High Tech is available from level 5 now.
- Ordos WOR available at level 5.
- Force attack : Hold left control and click on cell to attack.
- Units & Structures blink when targetted, etc.
- Rally points can be assigned to buildings. Select structure , hold left control and click on map.
NOTE: Do not give an invalid location or the paths will fail to that. When units are unable to
deploy from starport, they are brought via Carry-All to the rallypoint.
- Force move (ALT)
- Force attack (CTRL)

REMOVED:
- 32/16 bit adjustment in windowed mode. (speed increasement was minimal)

Gargantuan Orangutan 21-08-2009 07:29 PM

Do you like this remake the best? One thing I don't like about it, is how it's trying to emulate C&C. I'd rather not see another Dune 2000 - I'd like to see an updated version of Dune II.

Gargantuan Orangutan 24-08-2009 04:03 AM

Quote:

Originally Posted by Gargantuan Orangutan (Post 380357)
Do you like this remake the best? One thing I don't like about it, is how it's trying to emulate C&C. I'd rather not see another Dune 2000 - I'd like to see an updated version of Dune II.

Ah, it's not quite as C&Cish as I thought, and I can see why some of the characteristics were used now after spending some time with it.

This is quite good, and the skirmish mode is fairly awesome. Would be nice if you could move units on the mini-map and have palace abilities though.

MrFlibble 08-09-2009 06:55 PM

Quote:

Originally Posted by Gargantuan Orangutan (Post 380600)
Ah, it's not quite as C&Cish as I thought, and I can see why some of the characteristics were used now after spending some time with it.

It has been Stefan (the developer)'s primary goal to recreate Dune II as close to the original as possible, with certain improvements, of course :)

Quote:

Originally Posted by Gargantuan Orangutan (Post 380600)
This is quite good, and the skirmish mode is fairly awesome. Would be nice if you could move units on the mini-map and have palace abilities though.

These will get implemented in one of the future releases. You can take a look at the development progress at FED2k forums: http://forum.dune2k.com/index.php?topic=21860.0


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