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A d2 mod for OpenRA

License: GNU General Public License v3.0

C# 71.63% Makefile 2.52% Shell 13.58% PowerShell 3.80% Batchfile 1.90% NSIS 2.95% Lua 3.61%
openra dune dune2 mod

d2's Introduction

OpenRA

A Libre/Free Real Time Strategy game engine supporting early Westwood classics.

Please read the FAQ in our Wiki and report problems at https://github.com/OpenRA/OpenRA/issues.

Join the Forum for discussion.

Play

Distributed mods include a reimagining of

  • Command & Conquer: Red Alert
  • Command & Conquer: Tiberian Dawn
  • Dune 2000

EA has not endorsed and does not support this product.

Check our Playing the Game Guide to win multiplayer matches.

Contribute

Mapping

  • We offer a Mapping Tutorial as you can change gameplay drastically with custom rules.
  • For scripted mission have a look at the Lua API.
  • If you want to share your maps with the community, upload them at the OpenRA Resource Center.

Modding

Support

  • Sponsor a mirror server if you have some bandwidth to spare.
  • You can immediately set up a Dedicated Game Server.

License

Copyright (c) OpenRA Developers and Contributors This file is part of OpenRA, which is free software. It is made available to you under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. For more information, see COPYING.

d2's People

Contributors

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d2's Issues

Build fails...

Can anyone explain me how to fix the error?

========================================
deps
========================================
All dependencies accounted for. Aborting 'deps' task.

========================================
default
========================================
Microsoft (R)-Buildmodul, Version 14.0.25420.1
Copyright (C) Microsoft Corporation. Alle Rechte vorbehalten.

Der Buildvorgang wurde am 29.09.2016 20:16:43 gestartet.
     1>Projekt "C:\Users\LipkeGu\Documents\GitHub\d2\OpenRA.Mods.D2\OpenRA.Mods.D2.sln" auf Knoten "1", Build Ziel(e).
     1>ValidateSolutionConfiguration:
         Die Projektmappenkonfiguration "Debug|x86" wird erstellt.
     1>Das Projekt "C:\Users\LipkeGu\Documents\GitHub\d2\OpenRA.Mods.D2\OpenRA.Mods.D2.sln" (1) erstellt "C:\Users\LipkeGu\Documents\GitHub\d2\OpenRA.Mods.D2\OpenRA.Mods.D2.csproj" (2) auf Knoten "1" (Standardziele).
     2>GenerateTargetFrameworkMonikerAttribute:
       Das Ziel "GenerateTargetFrameworkMonikerAttribute" wird übersprungen, da alle Ausgabedateien hinsichtlich der Eingabedateien aktuell sind.
       CoreCompile:
         C:\Program Files (x86)\MSBuild\14.0\bin\amd64\csc.exe /noconfig /unsafe+ /nowarn:1701,1702 /nostdlib+ /platform:x86 /errorreport:prompt /define:TRACE;DEBUG /highentropyva+ /reference:C:\Users\LipkeGu\Documents\GitHub\d2\OpenRA.Mods.D2\dependencies\Eluant.dll /reference:"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\.NETFramework\v4.5\mscorlib.dll" /reference:C:\Users\LipkeGu\Documents\GitHub\d2\OpenRA.Mods.D2\dependencies\OpenRA.Game.exe /reference:C:\Users\LipkeGu\Documents\GitHub\d2\OpenRA.Mods.D2\dependencies\OpenRA.Mods.Common.dll /reference:"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\.NETFramework\v4.5\System.Core.dll" /reference:"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\.NETFramework\v4.5\System.dll" /reference:"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\.NETFramework\v4.5\System.Drawing.dll" /reference:"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\.NETFramework\v4.5\System.Xml.dll" /reference:"C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework\.NETFramework\v4.5\System.Xml.Linq.dll" /debug+ /debug:full /out:obj\x86\Debug\OpenRA.Mods.D2.dll /ruleset:"C:\Program Files (x86)\Microsoft Visual Studio 14.0\Team Tools\Static Analysis Tools\\Rule Sets\AllRules.ruleset" /subsystemversion:6.00 /target:library /utf8output SpriteLoaders\IcnD2Loader.cs SpriteLoaders\CpsD2Loader.cs SpriteLoaders\WsaD2Loader.cs Traits\Render\WithTilesetBody.cs Traits\World\D2ResourceLayer.cs Traits\World\D2EditorResourceLayer.cs Traits\World\D2TerrainLayer.cs Traits\PaletteEffects\D2WindtrapPaletteEffect.cs Traits\World\D2ShroudRenderer.cs D2LoadScreen.cs "C:\Users\LipkeGu\AppData\Local\Temp\.NETFramework,Version=v4.5.AssemblyAttributes.cs"
         Using shared compilation with compiler from directory: C:\Program Files (x86)\MSBuild\14.0\Bin\amd64
     2>Traits\World\D2ShroudRenderer.cs(49,41): error CS0535: "D2ShroudRenderer" implementiert den Schnittstellenmember "IRenderShroud.RenderShroud(Shroud, WorldRenderer)" nicht. [C:\Users\LipkeGu\Documents\GitHub\d2\OpenRA.Mods.D2\OpenRA.Mods.D2.csproj]
     2>Die Erstellung des Projekts "C:\Users\LipkeGu\Documents\GitHub\d2\OpenRA.Mods.D2\OpenRA.Mods.D2.csproj" ist abgeschlossen (Standardziele) -- FEHLER.
     1>Die Erstellung des Projekts "C:\Users\LipkeGu\Documents\GitHub\d2\OpenRA.Mods.D2\OpenRA.Mods.D2.sln" ist abgeschlossen, Build Ziel(e) -- FEHLER.

Fehler beim Buildvorgang.

       "C:\Users\LipkeGu\Documents\GitHub\d2\OpenRA.Mods.D2\OpenRA.Mods.D2.sln" (Build Ziel) (1) ->
       "C:\Users\LipkeGu\Documents\GitHub\d2\OpenRA.Mods.D2\OpenRA.Mods.D2.csproj" (Standardziel) (2) ->
       (CoreCompile Ziel) -> 
         Traits\World\D2ShroudRenderer.cs(49,41): error CS0535: "D2ShroudRenderer" implementiert den Schnittstellenmember "IRenderShroud.RenderShroud(Shroud, WorldRenderer)" nicht. [C:\Users\LipkeGu\Documents\GitHub\d2\OpenRA.Mods.D2\OpenRA.Mods.D2.csproj]

    0 Warnung(en)
    1 Fehler

Verstrichene Zeit 00:00:00.28

Units sounds are not working

Looking at the PAK files i have the voice definitions seems to miss a Z prefix, tho i'm not sure why it is set up like that rn, if there are different variants of the game files that has files named differently, so i decided to just open an isssue instead of PRing the changes.

sharing some Dune2theGoldenPath resources

Hey,
dderevjanik created some custom terrain tiles #86.
Drackbolt did kinda the same thing for the d2tgp project.
He once gave me some spritesheets, but the terrain tiles wasn't include. I just checked them :(
So I tried to contact Drackbolt today to asked for the sprites. I don't have an aswer yet, but I'm confident,that he will share them.

Anyway here is that file Drackbold gave me. It contains buildings, explosions, sounds, units.
custom stuff like: the mtp, the v2like deathhand, flaktrike, raider (2wheels),... )
D2TGP_resources.zip

Unit `combat_tank` does not have any sequences defined.

OpenRA engine version release-20180307
d2 mod mod version release-20180307
on map 688c01775810985c2dc8ec6b95bf4ab0a40ac893 (OH Gap by Westwood Studios).
Date: 2018-05-15 10:18:55Z
Operating System: Linux (Unix 4.9.0.3)
Runtime Version: Mono 5.0.1.1 (2017-02/5077205 Thu May 25 09:16:53 UTC 2017) CLR 4.0.30319.42000
Exception of type `System.InvalidOperationException`: Unit `combat_tank` does not have any sequences defined.
  at OpenRA.Graphics.SequenceProvider.GetSequence (System.String unitName, System.String sequenceName) [0x0002f] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.Graphics.Animation.GetSequence (System.String sequenceName) [0x0000d] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.Graphics.Animation.PlaySequence (System.String sequenceName) [0x00001] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.Graphics.Animation.PlayRepeating (System.String sequenceName) [0x0000f] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.Mods.Common.Traits.Render.WithSpriteBody..ctor (OpenRA.ActorInitializer init, OpenRA.Mods.Common.Traits.Render.WithSpriteBodyInfo info, System.Func`1[TResult] baseFacing) [0x000fd] in <7245a74aafd349b8901152ee1bf3e87e>:0 
  at OpenRA.Mods.Common.Traits.Render.WithFacingSpriteBody..ctor (OpenRA.ActorInitializer init, OpenRA.Mods.Common.Traits.Render.WithFacingSpriteBodyInfo info) [0x0000e] in <7245a74aafd349b8901152ee1bf3e87e>:0 
  at OpenRA.Mods.Common.Traits.Render.WithFacingSpriteBodyInfo.Create (OpenRA.ActorInitializer init) [0x00001] in <7245a74aafd349b8901152ee1bf3e87e>:0 
  at OpenRA.Actor..ctor (OpenRA.World world, System.String name, OpenRA.Primitives.TypeDictionary initDict) [0x000b7] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.World.CreateActor (System.Boolean addToWorld, System.String name, OpenRA.Primitives.TypeDictionary initDict) [0x00001] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.World.CreateActor (System.String name, OpenRA.Primitives.TypeDictionary initDict) [0x00001] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.Mods.Common.Traits.Production+<DoProduction>c__AnonStorey1.<>m__0 (OpenRA.World w) [0x00001] in <7245a74aafd349b8901152ee1bf3e87e>:0 
  at OpenRA.World.Tick () [0x0014a] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.Game.InnerLogicTick (OpenRA.Network.OrderManager orderManager) [0x001ff] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.Game.LogicTick () [0x00056] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.Game.Loop () [0x000d9] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.Game.Run () [0x00044] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.Game.InitializeAndRun (System.String[] args) [0x00013] in <ee560bd172ae4e49819b8b98fe384982>:0 
  at OpenRA.Program.Main (System.String[] args) [0x0004e] in <ee560bd172ae4e49819b8b98fe384982>:0 

Adding new terrain

Hi,
I would like to ask how can I add new terrain type ?
Is there any tutorial ? I already did terrain for RA (dessert) / Dune2k (cliff-to-sand)

For example, I tried to make sand-mountain

image

But now, I'm stucked with converting it to D2. I don't which palette use

EDIT:
comparison with rock-mountain
image

[Question] Dune2 - armor

@Nyerguds : did armor not exist in dune2 ? ... while studying your .ini-dumps i could not find any values so far , indicating any armor on vehicles or buildings

edit :
another question ... can a sandworm actually eat a devastator ? ... cause the rules tell me that a sandworm-attack does actually 300 damage ... but a devastator has 400 hp

do not run

First time then it starts in playtest:
image

in another time then it starts in playtest or everytime in dev:
Date: 2016-10-03 05:47:56Z
Operating System: Windows (Microsoft Windows NT 6.2.9200.0)
Runtime Version: .NET CLR 4.0.30319.42000
Exception of type System.Reflection.ReflectionTypeLoadException: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information.
at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
at System.Reflection.RuntimeModule.GetTypes()
at System.Reflection.Assembly.GetTypes()
at OpenRA.Exts.GetNamespaces(Assembly a) in d:\Games\OpenRA-bleed\OpenRA.Game\Exts.cs:line 52
at OpenRA.ObjectCreator.<.ctor>b__6(Assembly asm) in d:\Games\OpenRA-bleed\OpenRA.Game\ObjectCreator.cs:line 71
at System.Linq.Enumerable.d__162.MoveNext() at System.Linq.Buffer1..ctor(IEnumerable1 source) at System.Linq.Enumerable.ToArray[TSource](IEnumerable1 source)
at OpenRA.ObjectCreator..ctor(Manifest manifest, FileSystem modFiles) in d:\Games\OpenRA-bleed\OpenRA.Game\ObjectCreator.cs:line 71
at OpenRA.ModData..ctor(Manifest mod, InstalledMods mods, Boolean useLoadScreen) in d:\Games\OpenRA-bleed\OpenRA.Game\ModData.cs:line 58
at OpenRA.Game.InitializeMod(String mod, Arguments args) in d:\Games\OpenRA-bleed\OpenRA.Game\Game.cs:line 373
at OpenRA.Mods.Common.Widgets.Logic.ModBrowserLogic.<>c__DisplayClass2f.b__2d()
at OpenRA.Primitives.ActionQueue.PerformActions(Int64 currentTime) in d:\Games\OpenRA-bleed\OpenRA.Game\Primitives\ActionQueue.cs:line 53
at OpenRA.Game.LogicTick() in d:\Games\OpenRA-bleed\OpenRA.Game\Game.cs:line 577
at OpenRA.Game.Loop() in d:\Games\OpenRA-bleed\OpenRA.Game\Game.cs:line 712
at OpenRA.Game.Run() in d:\Games\OpenRA-bleed\OpenRA.Game\Game.cs:line 752
at OpenRA.Program.Run(String[] args) in d:\Games\OpenRA-bleed\OpenRA.Game\Support\Program.cs:line 134
at OpenRA.Program.Main(String[] args) in d:\Games\OpenRA-bleed\OpenRA.Game\Support\Program.cs:line 41

Remove crates and ranks from d2

talked about this with @X-A-N-A-X on Irc ...

neither of them fit into our dune2 mod ... first of all , we dont have proper dune2-crates (nor do they exist in the original) ... and the ranks look aweful and oversized (also didnt exist in the original)

Add cash-tick sounds

theres 2 different cash ticks ... one for "receiving money" and one for "money draining"

Bug list and youtube testing videos

Hi guys,

I love the awesome work you're doing and am amazed there's nothing out there showing off your work so I decided to do some videos to get more people aware of your project. Had a lot of trouble getting the mod working a couple of months back but Micr0bit found my RA2 mod video talking about our D2 problems and helped us out so the videos are done!

We had a few problems which I'll list below (all can be found in 1 or both of the videos below if you're not sure about anything I've said). This was about 2-3mths ago now so it's possible some are already fixed in your latest version. Also some of these issues may be out of your control, and no doubt you're probably already aware of most of these anyway lol. :)

Bugs/Issues:

  • No music & minimal sounds (convert midis to mp3s?)
  • Can't space out buildings, in original D2 you could if you built out the concrete.
  • Production buildings get stuck on 'ready' and cannot produce more units when there are other buildings too close (caused by above issue) even when there is still ample space left over outside the rest of produce building.
  • Buildings are too weak, most units can destroy them in a few shots.
  • Combat tanks are super duper artillery firing death tanks from HELL. They can 1 shot kill nearly everything lol!! Humans, tanks, buildings.. they're crazy strong lol!
  • Siege tanks were stronger short range combat tanks in original D2, they were weakened long range artillery in D2K, your Siege are still behaving like their D2K counterparts.
  • Super weapons are recharging every 30 seconds! (is that just for testing purposes?)
  • Devastator can recharge health super quick.
  • Carryalls get stuck and just sit there until their host faction dies.
  • Scores don't work
  • Some sort of graphics scaling option? Everything is so small due to D2's art assets being so low rez. A 2x scaler option in the settings would be brilliant.
  • Any plans to add the awesome sub factions (Sardukar, Fremen & Mercs)?

Videos:
3 Player match test game
https://www.youtube.com/watch?v=VW3w_qHs3XI

Single player skirmish test game
https://www.youtube.com/watch?v=BVswMcT69h0

sharing cleaned d2 sounds

Hey,
I once cleaned up the sounds of d2.
The original soudns have a lot clicking, because files start and end suddently, when the wave is not at the zero level.
So maybe this will make the audio more enjoyable.
dune2 Sound cleaning.zip

Crash : Unit `pips` does not have a sequence named `pickup-indicator`

when executing the latest d2.oramod (release-20161019) it will crash before getting to the main-menu

Dune 2 Mod at Version release-20161019
on map 3c1adf992ab93caacf2d48aa775ea1a784a2f490 (Dune2 shellmap by OpenRA Authors).
Date: 2017-03-07 04:46:51Z
Operating System: Linux (Unix 3.16.0.4)
Runtime Version: Mono 4.6.2 (Stable 4.6.2.16/ac9e222 Tue Jan  3 11:48:26 UTC 2017) CLR 4.0.30319.42000
Exception of type `System.InvalidOperationException`: Unit `pips` does not have a sequence named `pickup-indicator`
  at OpenRA.Graphics.SequenceProvider.GetSequence (System.String unitName, System.String sequenceName) [0x0005e] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.Graphics.Animation.GetSequence (System.String sequenceName) [0x0000d] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.Graphics.Animation.PlaySequence (System.String sequenceName) [0x00001] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.Graphics.Animation.PlayRepeating (System.String sequenceName) [0x0000f] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.Mods.Common.Traits.Render.WithDecoration..ctor (OpenRA.Actor self, OpenRA.Mods.Common.Traits.Render.WithDecorationInfo info) [0x00060] in <3bb6f12afec2466d871694f5e46b7f40>:0 
  at OpenRA.Mods.D2k.Traits.Render.WithDecorationCarryable..ctor (OpenRA.Actor self, OpenRA.Mods.D2k.Traits.Render.WithDecorationCarryableInfo info) [0x00000] in <df3d0666c334405cb0c13a2436dcb018>:0 
  at OpenRA.Mods.D2k.Traits.Render.WithDecorationCarryableInfo.Create (OpenRA.ActorInitializer init) [0x00001] in <df3d0666c334405cb0c13a2436dcb018>:0 
  at OpenRA.Actor..ctor (OpenRA.World world, System.String name, OpenRA.Primitives.TypeDictionary initDict) [0x000af] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.World.CreateActor (System.Boolean addToWorld, System.String name, OpenRA.Primitives.TypeDictionary initDict) [0x00001] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.Mods.Common.Traits.FreeActorWithDelivery.CreateActors (System.String actorName, System.String deliveringActorName, OpenRA.Actor& cargo, OpenRA.Actor& carrier) [0x0014e] in <3bb6f12afec2466d871694f5e46b7f40>:0 
  at OpenRA.Mods.Common.Traits.FreeActorWithDelivery.DoDelivery (OpenRA.CPos location, System.String actorName, System.String carrierActorName) [0x0000e] in <3bb6f12afec2466d871694f5e46b7f40>:0 
  at OpenRA.Mods.Common.Traits.FreeActorWithDelivery..ctor (OpenRA.ActorInitializer init, OpenRA.Mods.Common.Traits.FreeActorWithDeliveryInfo info) [0x00031] in <3bb6f12afec2466d871694f5e46b7f40>:0 
  at OpenRA.Mods.Common.Traits.FreeActorWithDeliveryInfo.Create (OpenRA.ActorInitializer init) [0x00001] in <3bb6f12afec2466d871694f5e46b7f40>:0 
  at OpenRA.Actor..ctor (OpenRA.World world, System.String name, OpenRA.Primitives.TypeDictionary initDict) [0x000af] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.World.CreateActor (System.Boolean addToWorld, System.String name, OpenRA.Primitives.TypeDictionary initDict) [0x00001] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.World.CreateActor (System.String name, OpenRA.Primitives.TypeDictionary initDict) [0x00001] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.Mods.Common.Traits.SpawnMapActors.WorldLoaded (OpenRA.World world, OpenRA.Graphics.WorldRenderer wr) [0x000a0] in <3bb6f12afec2466d871694f5e46b7f40>:0 
  at OpenRA.World.LoadComplete (OpenRA.Graphics.WorldRenderer wr) [0x00080] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.Game.StartGame (System.String mapUID, OpenRA.WorldType type) [0x000b9] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.Game.LoadShellMap () [0x00017] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.Mods.Common.LoadScreens.BlankLoadScreen.StartGame (OpenRA.Arguments args) [0x001b4] in <3bb6f12afec2466d871694f5e46b7f40>:0 
  at OpenRA.Game.InitializeMod (System.String mod, OpenRA.Arguments args) [0x0038e] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.Game.Initialize (OpenRA.Arguments args) [0x0032d] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.Program.Run (System.String[] args) [0x00007] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 
  at OpenRA.Program.Main (System.String[] args) [0x0004f] in <e8e2e8fbcf8043d0bde34796e2e884f1>:0 

Emergency-carryall for units that can't exit

Theres actually an additional "emergency"-case apart from the "insurance-harvester" where an external carryall appears on the map and drops a harvester on the refinery ... and that is when you completely block off a production-building and a unit can't exit out ...

a emergency-carryall gets triggered and (appears from the edge of the screen or map) grabs the (nonvisible) finished unit from the enclosured building and places it on the next free cell

Restore original basic balance

  • Costs #14
  • Buildtime #15
  • HP
  • Energy (check if everything is correct)
  • Sight #83
  • Range
  • Add correct damage-values on all weapons #63
  • Remove all damage-modifiers against specific armor (on weapons) #63
  • Remove armor-traits from every building and unit
  • Unit-Speed
  • ROT (Rate of Turn)
  • ROF (Rate of Fire)

Migrate to the OpenRA Mod SDK

Modifying the base OpenRA code directly is no longer supported - we now provide a modding SDK that makes it much easier for your players/testers to compile and run custom mods.

Establish original concrete and structure placement

As long as there is a building or slab attached in any direction ... players should be allowed to place a building or a slab for as far as the rock goes ...

Only sand or the enemies slabs/buildings should be able to stop a basecreep.

@Nyerguds : please correct me if im wrong here

Compile error/mod not showing up on Linux

Following the instructions in the readme (which I copied to the wiki and removed unnecessary steps) I get an error when running ./build.sh (I narrowed it down to make all in the OpenRA-release-20161019/mods/d2/OpenRA.Mods.D2 directory):

OpenRA-release-20161019/mods/d2/OpenRA.Mods.D2 > make all
CSC ../OpenRA.Mods.D2.dll
./Traits/D2AffectsShroud.cs(18,46): error CS0246: The type or namespace name `ConditionalTraitInfo' could not be found. Are you missing an assembly reference?
./Traits/D2AffectsShroud.cs(34,42): error CS0246: The type or namespace name `ConditionalTrait' could not be found. Are you missing an assembly reference?
./Traits/D2RevealsShroud.cs(25,26): error CS0115: `OpenRA.Mods.D2.Traits.D2RevealsShroudInfo.Create(OpenRA.ActorInitializer)' is marked as an override but no suitable method found to override
./Traits/D2RevealsShroud.cs(31,19): error CS0426: The nested type `SourceType' does not exist in the type `OpenRA.Traits.Shroud'
./Traits/Buildings/D2Building.cs(40,24): error CS0506: `OpenRA.Mods.D2.Traits.D2BuildingInfo.IsCloseEnoughToBase(OpenRA.World, OpenRA.Player, string, OpenRA.CPos)': cannot override inherited member `OpenRA.Mods.Common.Traits.BuildingInfo.IsCloseEnoughToBase(OpenRA.World, OpenRA.Player, string, OpenRA.CPos)' because it is not marked virtual, abstract or override
/src/OpenRA-release-20161019/mods/d2/OpenRA.Mods.D2/dependencies/OpenRA.Mods.Common.dll (Location of the symbol related to previous error)
Compilation failed: 5 error(s), 0 warnings
make: *** [../OpenRA.Mods.D2.dll] Error 1

If I copy the dependencies from the latest OpenRA release (20170527) then I only get the last few lines of the error:

OpenRA-release-20161019/mods/d2/OpenRA.Mods.D2 > make all
CSC ../OpenRA.Mods.D2.dll
./Traits/Buildings/D2Building.cs(40,24): error CS0506: `OpenRA.Mods.D2.Traits.D2BuildingInfo.IsCloseEnoughToBase(OpenRA.World, OpenRA.Player, string, OpenRA.CPos)': cannot override inherited member `OpenRA.Mods.Common.Traits.BuildingInfo.IsCloseEnoughToBase(OpenRA.World, OpenRA.Player, string, OpenRA.CPos)' because it is not marked virtual, abstract or override
/src/OpenRA-release-20161019/mods/d2/OpenRA.Mods.D2/dependencies/OpenRA.Mods.Common.dll (Location of the symbol related to previous error)
Compilation failed: 1 error(s), 0 warnings
make: *** [../OpenRA.Mods.D2.dll] Error 1

If I run the commands I put in the wiki (xbuild then cp bin/Debug/OpenRA.Mods.D2.dll ..), I get a DLL generated but the mod doesn't show up in the modchooser:

image

Forcing it to launch d2 just takes me to the modchooser too:

OpenRA-release-20161019 > mono OpenRA.Game.exe Game.Mod=d2
Platform is Linux
Using SDL 2 with OpenGL renderer
Desktop resolution: 1920x1080
No custom resolution provided, using desktop resolution
Using resolution: 1920x1080
OpenGL version: 4.5.13399 Compatibility Profile Context 15.201.1151
Using default sound device
Available mods:
        all: All mods ({DEV_VERSION})
        cnc: Tiberian Dawn ({DEV_VERSION})
        d2k: Dune 2000 ({DEV_VERSION})
        modchooser: Mod Chooser ({DEV_VERSION})
        ra: Red Alert ({DEV_VERSION})
        ts: Tiberian Sun ({DEV_VERSION})
Loading mod: modchooser
AL lib: FreeContext: (0x1a812d0) Deleting 32 Source(s)

Worms spawn under rock-tiles

I've noticed that when my units started to shoot on specific rock-tiles ... and i've heard the worms electrostatic-sounds but couldnt find him anywhere

electro

Crash when trying to load the mod with release-20170527

Dune 2 Mod at Version {DEV_VERSION}
Date: 2017-05-27 22:46:14Z
Operating System: Linux (Unix 3.16.0.4)
Runtime Version: Mono 4.8.0 (Stable 4.8.0.495/e4a3cf3 Wed Feb 22 18:30:58 UTC 2017) CLR 4.0.30319.42000
Exception of type `System.AggregateException`: One or more errors occurred.
Inner
  Exception of type `System.InvalidOperationException`: Cannot locate type: RevealOnDeathInfo
    at OpenRA.ObjectCreator.<MissingTypeAction>m__6 (System.String s) [0x00015] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.ObjectCreator.CreateObject[T] (System.String className, System.Collections.Generic.Dictionary`2[TKey,TValue] args) [0x0001b] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.ObjectCreator.CreateObject[T] (System.String className) [0x00008] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.ActorInfo.LoadTraitInfo (OpenRA.ObjectCreator creator, System.String traitName, OpenRA.MiniYaml my) [0x00040] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.ActorInfo..ctor (OpenRA.ObjectCreator creator, System.String name, OpenRA.MiniYaml node) [0x00066] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Ruleset+<LoadDefaults>c__AnonStorey0.<>m__1 (OpenRA.MiniYamlNode k) [0x00016] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Exts.ToDictionaryWithConflictLog[TSource,TKey,TElement] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] keySelector, System.Func`2[T,TResult] elementSelector, System.String debugName, System.Func`2[T,TResult] logKey, System.Func`2[T,TResult] logValue) [0x00071] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Ruleset.MergeOrDefault[T] (System.String name, OpenRA.FileSystem.IReadOnlyFileSystem fileSystem, System.Collections.Generic.IEnumerable`1[T] files, OpenRA.MiniYaml additional, OpenRA.IReadOnlyDictionary`2[TKey,TValue] defaults, System.Func`2[T,TResult] makeObject) [0x0003c] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Ruleset+<LoadDefaults>c__AnonStorey0.<>m__0 () [0x00001] in <12353f1be5f046cab783f9ab116a106e>:0 
  at System.Threading.Tasks.Task.InnerInvoke () [0x00012] in <f712f98eb8e445c8918edaf595bbe465>:0 
  at System.Threading.Tasks.Task.Execute () [0x00016] in <f712f98eb8e445c8918edaf595bbe465>:0 
  at System.Threading.Tasks.Task.ThrowIfExceptional (System.Boolean includeTaskCanceledExceptions) [0x00014] in <f712f98eb8e445c8918edaf595bbe465>:0 
  at System.Threading.Tasks.Task.Wait (System.Int32 millisecondsTimeout, System.Threading.CancellationToken cancellationToken) [0x00052] in <f712f98eb8e445c8918edaf595bbe465>:0 
  at System.Threading.Tasks.Task.Wait (System.Int32 millisecondsTimeout) [0x00000] in <f712f98eb8e445c8918edaf595bbe465>:0 
  at OpenRA.Ruleset.LoadDefaults (OpenRA.ModData modData) [0x0007d] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.ModData.<ModData>m__2 () [0x00000] in <12353f1be5f046cab783f9ab116a106e>:0 
  at System.Lazy`1[T].CreateValue () [0x00075] in <f712f98eb8e445c8918edaf595bbe465>:0 
--- End of stack trace from previous location where exception was thrown ---
  at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <f712f98eb8e445c8918edaf595bbe465>:0 
  at System.Lazy`1[T].get_Value () [0x00032] in <f712f98eb8e445c8918edaf595bbe465>:0 
  at OpenRA.ModData.get_DefaultRules () [0x00001] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Ruleset.LoadDefaultsForTileSet (OpenRA.ModData modData, System.String tileSet) [0x00001] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Map.PostInit () [0x0004d] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Map..ctor (OpenRA.ModData modData, OpenRA.FileSystem.IReadOnlyPackage package) [0x00414] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.ModData.PrepareMap (System.String uid) [0x00069] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Game.StartGame (System.String mapUID, OpenRA.WorldType type) [0x0003a] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Game.LoadShellMap () [0x00017] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Mods.Common.LoadScreens.BlankLoadScreen.StartGame (OpenRA.Arguments args) [0x001b4] in <39173b08ccd3463d880376153ec70ead>:0 
  at OpenRA.Game.InitializeMod (System.String mod, OpenRA.Arguments args) [0x00398] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Mods.Common.Widgets.Logic.ModBrowserLogic+<LoadMod>c__AnonStorey2.<>m__1 () [0x00016] in <39173b08ccd3463d880376153ec70ead>:0 
  at OpenRA.Primitives.ActionQueue.PerformActions (System.Int64 currentTime) [0x00084] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Game.LogicTick () [0x0000d] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Game.Loop () [0x000d6] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Game.Run () [0x00042] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Program.Run (System.String[] args) [0x00011] in <12353f1be5f046cab783f9ab116a106e>:0 
  at OpenRA.Program.Main (System.String[] args) [0x0004f] in <12353f1be5f046cab783f9ab116a106e>:0 

Add new content install metadata

1:45:59 PM +Phrohdoh Exception of type `System.NullReferenceException`: Object reference not set to an instance of an object   at OpenRA.Mods.Common.LoadScreens.BlankLoadScreen.RequiredContentIsInstalled () <0x10f90f740 + 0x0000f> in <filename unknown>:0 
1:46:09 PM +Phrohdoh fab807b86ef4cc8dfad3b4b3f624e6aa24520f0a 
1:46:34 PM +pchote your mod is probably missing the new content installer metadata

Ref: OpenRA/OpenRA@88c43fa

Add command-buttons

important features that makes Dune2 what it actually was ... and is a huge difference from other titles such dune2000's , tiberian dawn's and red alert's "multi-selection" and "mouse-commands"

this would be an actually "privilege" for Dune2 to have , a feature

command

can't access wiki

would like to add information about dune2 ... but i only get directed to OpenRA/d2

Can't hear any unit-voices

i cant find the problem, they seem to have been set up properly but you cant hear any of them ingame
they are specified in "/d2/audio/voices.yaml"
the strange thing though, is that the audiofiles for "notifications" seem to work fine

maybe @evgeniysergeev has a clue whats wrong here

AI should use concrete

This is pretty important for a decent AI in all dune-mods ... there already exists a ticket for brother d2k since 2014 , and this will most likely take a while to get fixed

OpenRA/OpenRA#5784

Remove wall line-build

instead let players only place single wall-tiles ... without getting a 5-cell row

this would be in the spirit of the original

OpenRA.YamlException: Actors with Health need at least one HitShape trait!

OpenRA engine version {DEV_VERSION}
Dune 2 mod version {DEV_VERSION}
Date: 2017-06-06 22:05:06Z
Operating System: OSX (Unix 16.6.0.0)
Runtime Version: Mono 4.6.2 (mono-4.6.0-branch/08fd525 Thu Nov 10 20:28:28 EST 2016) CLR 4.0.30319.42000
Exception of type System.AggregateException: One or more errors occurred.
Inner
Exception of type OpenRA.YamlException: Actor type camera: Actors with Health need at least one HitShape trait!
at OpenRA.Ruleset..ctor (OpenRA.IReadOnlyDictionary2[TKey,TValue] actors, OpenRA.IReadOnlyDictionary2[TKey,TValue] weapons, OpenRA.IReadOnlyDictionary2[TKey,TValue] voices, OpenRA.IReadOnlyDictionary2[TKey,TValue] notifications, OpenRA.IReadOnlyDictionary2[TKey,TValue] music, OpenRA.TileSet tileSet, OpenRA.Graphics.SequenceProvider sequences) [0x000af] in <598e36e237e24bc6957ee88c0ffdb4c2>:0 at OpenRA.Ruleset+<LoadDefaults>c__AnonStorey0.<>m__0 () [0x00118] in <598e36e237e24bc6957ee88c0ffdb4c2>:0 at System.Threading.Tasks.Task.InnerInvoke () [0x00012] in <8f2c484307284b51944a1a13a14c0266>:0 at System.Threading.Tasks.Task.Execute () [0x00016] in <8f2c484307284b51944a1a13a14c0266>:0 at System.Threading.Tasks.Task.ThrowIfExceptional (System.Boolean includeTaskCanceledExceptions) [0x00014] in <8f2c484307284b51944a1a13a14c0266>:0 at System.Threading.Tasks.Task.Wait (System.Int32 millisecondsTimeout, System.Threading.CancellationToken cancellationToken) [0x00052] in <8f2c484307284b51944a1a13a14c0266>:0 at System.Threading.Tasks.Task.Wait (System.Int32 millisecondsTimeout) [0x00000] in <8f2c484307284b51944a1a13a14c0266>:0 at OpenRA.Ruleset.LoadDefaults (OpenRA.ModData modData) [0x0007d] in <598e36e237e24bc6957ee88c0ffdb4c2>:0 at OpenRA.ModData.<ModData>m__2 () [0x00000] in <598e36e237e24bc6957ee88c0ffdb4c2>:0 at System.Lazy1[T].CreateValue () [0x00075] in <8f2c484307284b51944a1a13a14c0266>:0
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x0000c] in <8f2c484307284b51944a1a13a14c0266>:0
at System.Lazy`1[T].get_Value () [0x00032] in <8f2c484307284b51944a1a13a14c0266>:0
at OpenRA.ModData.get_DefaultRules () [0x00001] in <598e36e237e24bc6957ee88c0ffdb4c2>:0
at OpenRA.Ruleset.LoadDefaultsForTileSet (OpenRA.ModData modData, System.String tileSet) [0x00001] in <598e36e237e24bc6957ee88c0ffdb4c2>:0
at OpenRA.Map.PostInit () [0x0004d] in <598e36e237e24bc6957ee88c0ffdb4c2>:0
at OpenRA.Map..ctor (OpenRA.ModData modData, OpenRA.FileSystem.IReadOnlyPackage package) [0x00414] in <598e36e237e24bc6957ee88c0ffdb4c2>:0
at OpenRA.ModData.PrepareMap (System.String uid) [0x00069] in <598e36e237e24bc6957ee88c0ffdb4c2>:0
at OpenRA.Game.StartGame (System.String mapUID, OpenRA.WorldType type) [0x0003a] in <598e36e237e24bc6957ee88c0ffdb4c2>:0
at OpenRA.Game.LoadShellMap () [0x00017] in <598e36e237e24bc6957ee88c0ffdb4c2>:0
at OpenRA.Mods.Common.LoadScreens.BlankLoadScreen.StartGame (OpenRA.Arguments args) [0x001b4] in <292971ab01c14c03b907d630082e6d8d>:0
at OpenRA.Game.InitializeMod (System.String mod, OpenRA.Arguments args) [0x00376] in <598e36e237e24bc6957ee88c0ffdb4c2>:0
at OpenRA.Game.Initialize (OpenRA.Arguments args) [0x0045d] in <598e36e237e24bc6957ee88c0ffdb4c2>:0
at OpenRA.Program.Run (System.String[] args) [0x00007] in <598e36e237e24bc6957ee88c0ffdb4c2>:0
at OpenRA.Program.Main (System.String[] args) [0x0004f] in <598e36e237e24bc6957ee88c0ffdb4c2>:0

D2VocLoader should be called VocLoader

D2VocLoader should be called VocLoader because its not a dune2 specific format. Its actualy a standard Creative VOC format multiple old rts use (example: Warcraft 1), and it might be a good thing to have this decoupled from D2 branding.

Dune 2 should have per building queues.

There are 2 things we can do,

  1. Get a new UI that looks like TD mod's one (or just use TD UI) and use the handling TD has.

  2. As i do on Generals Alpha, stick to D2k UI. Remove the queue buttons, Require selection of the structures on the map to get the queues.

2nd sounds more like original, so i would go with that. But wanted to ask to get opinion.

Starting Cash

from all missions :

A1 1000 ...H1 1000 ...O1 1000
A2 1200 ...H2 1200 ...O2 1200
A3 1500 ...H3 1500 ...O3 1500
A4 1500 ...H4 1500 ...O4 1500
A5 1500 ...H5 1500 ...O5 1500
A6 1800 ...H6 1700 ...O6 1700
A7 1800 ...H7 2000 ...O7 2000
A8 2000 ...H8 2000 ...O8 2000
A9 1000 ...H9 1000 ...O9 1500

based off of these values ... i would like to have following options for starting money :

1000
1500 - Default
2000

along with establishing all buildings and units original costs .. and harvester-behaviour ... this starting-money should provide us with enough ressources for a slow-paced but steady buildup (on normal gamespeed)

Productionbuildings need more entrances

to prevent from blocking your own production when building your base

entrances

  • WOR = 12
  • Barracks = 12
  • Light Factory = 12
  • Heavy Factory = 14
  • Repair Pad = 14
  • StarPort = 16
  • Palace = 16

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