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Units are all coded in one uber class. Unlike structures.
The units should be seperated in an AbstractUnit class, and then with
concrete implementations, ie:
AbstractUnit
|
- Trike
- Tank
with each its own implementation.
Perhaps it is even wise to do:
AbstractUnit
|
AiredUnit
|
CarryAll
FootedUnit
|
Infantry
Soldier
TrackedUnit
|
Tank
etc.
Original issue reported on code.google.com by [email protected]
on 7 Jun 2009 at 9:08
What steps will reproduce the problem?
1. Moving your tanks around the enemy launcher should in essence reproduce the
bug.
2.
3.
What is the expected output? What do you see instead?
rocket launcher stays pointed thowards the north-est direction while shooting a
devastator tank which is 5 squares right and 1 up from the tank. if i remember
corectly , the smoke frames from the rockets always started from the square
near the tank (i actually don't know if this is considered a bug or it's
expected to start there)
What version of the product are you using? On what operating system?
D2TM Demo 4 on Win 7 Ultimate x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 4:41
Attachments:
Dear developers,
I have recently discovered this remake of that great Westwood game. I would be
interested in porting the game to Linux. Could someone of the development team
contact me so we can discuss this feature ?
Thank you
Yann
Original issue reported on code.google.com by [email protected]
on 28 Dec 2010 at 8:54
Would you consider bringing back that "bug" which decreased a few credits from
time to time and also it would be great to implement the drop-off procedure
from the refinery when it's first build. To be more specific, when building a
refinery in the original game, the harvester was dropped off in the refinery
and would be 1% filled (it would give 7 credits before exiting the refinery).
That made the first mission a bit shorter because after building a windtrap and
a refinery (without foundation) you would end up with 299 credits + 7 from the
harvester, and the harvester would gather 700 and you would win the game.
Anyway, i always thought that it was realistic for that decrease in credits to
exist in a game. (harkonnen spies would steal some from time to time :D)
Original issue reported on code.google.com by [email protected]
on 24 Sep 2010 at 2:33
What steps will reproduce the problem?
1. just build anything from the factory.
2.
3.
What is the expected output? What do you see instead?
there should be a synchronize between the moment the tank appears on the screen
and the animation of the tank leaving the rails (within the factory) is at it's
peak size.
What version of the product are you using? On what operating system?
D2TM on Win XP SP2
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 24 Sep 2010 at 2:21
What steps will reproduce the problem?
1. It happened twice while i was spamming the left click , second time i
ordered 3 troopers to move and a split second later to attack a unit that was
near the earlier move destination.
2.
3.
What is the expected output? What do you see instead?
Basically the units skip to the next square if in movement towards it, so if i
order a trike to move diagonally to the upper right and that bug happens, it
jumps to the destination after it made about half the distance. If anyone could
figure out exactly how this bug occurs it would be cheating to move so fast.
What version of the product are you using? On what operating system?
D2TM on Win 7 Ultimate x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 5:20
What steps will reproduce the problem?
1. Attacking with a devastator tank
What is the expected output? What do you see instead?
Once ordered to attack a devastator tank is supposed to fire thrice inmediatly,
and then get onto cooldown and then fire again, instead is having first a
cooldown, then firing once, then having the cooldown again.
Original issue reported on code.google.com by [email protected]
on 4 Dec 2010 at 7:41
Hello everyone!
I wanted to play a bit with the code so I made a checkout of the latest code,
but I encountered some problems:
- dune2.sln can not be opened in VS 2005 (it says that it was saved with a more
recent version of VS) so I used VS 2008.
- some files were missing and some (simple to fix) compile errors were
encountered.
Could you tell me what can I do to compile the code? If VS is not supported
anymore, what other environment should I use?
Regards,
Laurentiu
Original issue reported on code.google.com by [email protected]
on 18 Jan 2011 at 1:07
Attachments:
From dune2k: http://forum.dune2k.com/index.php?topic=22214.0
Two things:
The AI doesn't expand beyond the bare essentials
Maybe not so much a bug, but it could be related to the AI 'stagnating' bug
that has already been reported. It doesn't build Hi-tech facilities, starports
or anything but what's really essential for building tanks, and a few turrets.
AI doesn't build concrete
It doesn't seem to affect the buildings, but it's still kind of cheating... and
you can see it very well as the AI structures have no foundation, and thus look
different. See example below. The one on the left is mine, the right one is an
AI built power plant.
Original issue reported on code.google.com by [email protected]
on 2 Aug 2010 at 9:22
What steps will reproduce the problem?
1. i have no idea how to reproduce this bug, i believe it's related to the
other one about the unit that was selectable from 2 locations (
http://code.google.com/p/dune2themaker/issues/detail?id=41 )because this enemy
unit killed my unit. After doing so , i still couldn't build over the space
where i selected my trooper. The worst part is that that sardurkar trooper is
indestructible and un-selectable. 4 turrets are shooting at it as we speak and
it's been about 3 minutes and it's still alive, kicking, and destroying my
windtrap. it just destroyed my windtrap and started shooting a turret, i
managed to kill it with a harvester. Aparently that works
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
D2TM Demo 4 On Win XP SP2
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 24 Sep 2010 at 2:49
Attachments:
What steps will reproduce the problem?
1. Complete structure building clock
2. Click icon
3. Moving mouse over battle screen; particularly visible over sand.
What is the expected output? What do you see instead?
Building should appear without a background: instead, the black mask from
the 16-bit image is treated as a colour.
What version of the product are you using? On what operating system?
3.5 RC2
Please provide any additional information below.
Perhaps D2TM should replace colour 0 of the building placement gfx with the
magenta colour, as this is the mask for 16-bit alpha textures. Loading the
gfx with a custom palette (i.e. magenta for color 0) might help.
Original issue reported on code.google.com by [email protected]
on 2 Sep 2006 at 8:54
What steps will reproduce the problem?
1. I haven't tried reproducing the problem , it happened once so far.
2.
3.
What is the expected output? What do you see instead?
While 2 siege tanks (one posisioned 2 squares north of the turret and the other
along side it to the right) are attacking the turret, a carryall passes over
the screen about 4-5 squares north of the turret and that makes the turret try
to aim and hit the plane.
What version of the product are you using? On what operating system?
D2TM Demo 4 on Windows 7 x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 21 Sep 2010 at 10:28
From Dune2k: http://forum.dune2k.com/index.php?topic=22214.0
When Carryalls bring in reinforcements they generally move over your base and
start looking for a drop-spot from there, this isn't really efficient and takes
a lot of time before they find a good spot (especially if you have a big base)
Original issue reported on code.google.com by [email protected]
on 2 Aug 2010 at 9:21
What steps will reproduce the problem?
1. just put 2 units on the south map edge and try to select them using the drag
box.
2.
3.
What is the expected output? What do you see instead?
i should be able to select them , but so far i've noticed that the drag box has
to include every pixel of the square on which the unit is standing to select
it. it's frustrating to have to engulf a unit fully in the drag box to select
it.
What version of the product are you using? On what operating system?
D2TM Demo 4 on Win 7 Ultimate x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 5:52
What steps will reproduce the problem?
1. Just build a devastator tank , so far it happened everytime i had one
2.
3.
What is the expected output? What do you see instead?
It should be centered in the square that appears when i select a unit. See
attachment
What version of the product are you using? On what operating system?
D2TM Demo 4 on Win 7 Ultimate x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 4:49
Attachments:
What steps will reproduce the problem?
1. just have some units fire upon an enemy unit
2.
3.
What is the expected output? What do you see instead?
it should fire immediately , even when the turret or unit is pointed at the
enemy , the units still wait about 1-2 seconds before firing, the worst thing
is that a trike easily goes by my units while they are idling without any
reason.
What version of the product are you using? On what operating system?
D2TM Demo 4 on Win 7 Ultimate x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 5:07
The code is old, and being transformed to C++ we should use try/catch as
much as possible.
http://www.cplusplus.com/doc/tutorial/exceptions.html
Original issue reported on code.google.com by [email protected]
on 14 Sep 2006 at 11:42
What steps will reproduce the problem?
1. Leave a unit on the sand
2. Wait
3. Watch what happens when the worm eats the unit.
What is the expected output? What do you see instead?
The unit should just disappear. In actual fact, infantry leave squish marks
(and the squishing sound is played) while vehicles explode (with fancy
alpha-blended lights).
Original issue reported on code.google.com by [email protected]
on 13 Sep 2006 at 8:49
What steps will reproduce the problem?
1. Build a starport and make an order for something then let it be destroyed
before the frigate gets there( basically before the timer reaches t-0)
2.
3.
What is the expected output? What do you see instead?
Countdown to frigate arrival doesn't stop until t-0, frigate doesn't arrive. so
that's a good thing
What version of the product are you using? On what operating system?
D2TM Demo 4 on Win 7 Ultimate x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 5:27
What steps will reproduce the problem?
1. every time a unit shoots at bigger range and at an angle other than 45
degrees. (seen with quads and combat tanks)
2.
3.
What is the expected output? What do you see instead?
projectiles don't follow a straight path , but go at an angle and straight
lines in different squares to reach the target not one long diagonal,
What version of the product are you using? On what operating system?
D2TM Demo 4 on Win 7 x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 5:31
The INI file loader is currently very old, memory leak sensitive and not
consistent, even hard to extend. Rewrite the damn thing using proper
classes now.
Original issue reported on code.google.com by [email protected]
on 1 Sep 2006 at 8:27
What steps will reproduce the problem?
1. apparently the death of a harvester
2.
3.
What is the expected output? What do you see instead?
there shouldn't be anything to select there.
What version of the product are you using? On what operating system?
D2TM Demo 4 On Win XP SP2 (i'm at work)
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 24 Sep 2010 at 2:16
Attachments:
What steps will reproduce the problem?
1. Try destroying a silo while the computer tries to repair it
2.
3.
What is the expected output? What do you see instead?
you can see in the attachment that i had many units trying to destroy that
silo, it took them about 30-40 seconds to destroy it.
What version of the product are you using? On what operating system?
D2TM on Win 7 Ultimate x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 5:59
Attachments:
http://www.stack.nl/~dimitri/doxygen/
Original issue reported on code.google.com by [email protected]
on 14 Sep 2006 at 8:25
Hi there!
I'm trying to get the project compiling from a fresh svn-checkout. But
there seem to be missing some files like keyval.cpp or
HuffmanEncodingTree.h that are referenced in the project file but not
available on the file-system. Could it be that there are not all files
checked in? I'm on revision 200 and using visual studio v8.
Regards,
Marko
Original issue reported on code.google.com by [email protected]
on 19 Feb 2010 at 6:52
What steps will reproduce the problem?
1. haven't tried to reproduce the problem yet.
2.
3.
What is the expected output? What do you see instead?
Basically, on a map where there were 2 big spots of spice about the same
distance from my refinery, my 2 harvesters (from 2 different refineries) went
on one spot of spice every time they left the refinery, even if they got spice
from another spot before. they would still travel longer distances for spice
than necessary. this could be problematic if the first spot of spice they would
pick would be between you and the enemy.
What version of the product are you using? On what operating system?
D2TM Demo 4 on Win 7 Ultimate x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 4:58
Linking tiles - walls, terrain/spice, and villages have 16 possible
combinations of surrounding tiles. DII and D2TM currently skip many of
these in the case of the wall. It may be simpler (not to mention more
useful to me) to merge the wall code with the terrain code, or at least
mirror the code. At the moment, I'm doing graphics for broken walls that I
can't test because D2TM still uses DII's walls.
Original issue reported on code.google.com by [email protected]
on 13 Sep 2006 at 8:47
What steps will reproduce the problem?
1. build any building or unit (so far this lack of sync has appeared every time
i was paying attention)
2.
3.
What is the expected output? What do you see instead?
Basically the number that represents the money should stop decreasing when the
building would finish constructing , but it stops earlier, in some cases it's
instant, I build a harvester and the money decreased by 400 instantly.
What version of the product are you using? On what operating system?
D2TM on Win XP SP2
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 24 Sep 2010 at 2:25
When you run the game in Release mode under VC.NET, you get an error upon
exit where you have to hit SPACE and then SHIFT-F5 to get back in your
sollution.
When using Debug mode this does not happen.
Original issue reported on code.google.com by [email protected]
on 2 Sep 2006 at 4:41
What steps will reproduce the problem?
1. carryalls drop off harvesters on spice after picking them up from the
refinery and the harvesters don't show up on the screen (only their dot appears
on the minimap), if i move the screen 1 square in either direction the
harvester appears.
2.
3.
What is the expected output? What do you see instead?
harvester should appear the moment it's dropped off.
What version of the product are you using? On what operating system?
D2TM Demo 4 on Win XP SP2
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 24 Sep 2010 at 2:18
Will be a little time before I start this, as I have to get ready for Uni.
Most if not all of the current features in D2TM will be kept and it may
take a while before I can get it running on the psp as I might have to use
other functions to draw on the psp, unless allegro has been ported to the
psp, or I can port it myself.
As for right now, here are some ideas to make playing on the psp easier:
1:Hotkeys- All unit on screen selection, Build selection, etc.
2:Basic config:
(i) D-pad for menu selections
(ii) Mouse simulation using analog stick
(iii) Triangle, Square, Circle, and X buttons will relate to move,
guard,attack and confirmation commands( y or n).
3: Predefined size for unit selection box, which will be resizable after
its appeared. This will make it easier if you find it hard to select units
quickly enough when using the analog stick. The predefined size will be
configurable later on.
4: Multiplayer over wirless(Very low priority)
Have any other ideas, just email me.
Original issue reported on code.google.com by ehalls
on 11 Sep 2006 at 1:37
A nice feature would be to get the game running on Linux. I do not have a
linux box, and lack time to figure this out. If someone has some knowledge
about it, it would be great to have the code changed and an additional
makefile for that specific os.
Original issue reported on code.google.com by [email protected]
on 10 Sep 2006 at 9:05
More clean up basically, and restructuring.
Original issue reported on code.google.com by ehalls
on 19 Sep 2006 at 1:30
Most code is old, depecrated, ancient (some pieces are!). The code needs
restructuring (like the structures atm, they are classes, derived etc).
Units, Game, INI loading, Map drawing, Cells, all need to be revised so it
can guarentee better /easier maintenance and eventually makes it easier to
modify via 3rd party files.
Original issue reported on code.google.com by [email protected]
on 1 Sep 2006 at 9:17
A nice feature would be to get the game running on Mac OS X. I have a mac,
but i lack the knowledge how to get this compiling and all. If someone has
some knowledge about it, it would be great to have the code changed and an
additional makefile for that specific os.
Original issue reported on code.google.com by [email protected]
on 10 Sep 2006 at 9:04
What steps will reproduce the problem?
1. Just try shooting with a Quad over a patch of rough terrain.
2.
3.
What is the expected output? What do you see instead?
The quad should be able to shoot over that patch of rough terrain , the
projectiles seem to hit the border between the square with that rough patch and
the one below it. See atachment
What version of the product are you using? On what operating system?
D2TM Demo 4 On Win 7 Ultimate x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 5:37
Attachments:
What steps will reproduce the problem?
1. i have mcafee control center installed , apparently it updated and requires
a restart of my comp, while i was playing D2 , the "please restart for updates"
message appeared in the background ( i saw some flashes and i knew what it was)
, the second it appeared another pointer appeared on the screen. i can only
move the D2 pointer , the other one is just staying there. apparently in the
print screen the second pointer doesn't appear. After i got rid of the message
, and i alt-tabbed to D2 , all went to normal. if this is of too low priority ,
you can delete this report.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
D2TM Demo 4 on Win 7 Ultimate x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 5:11
What steps will reproduce the problem?
1. I presume it's a map bug, so mission 3 from House Harkonnen should generate
the same bug every time you attack the middle territory when finishing the
second mission
2.
3.
What is the expected output? What do you see instead?
That patch of terrain shouldn't be there.
What version of the product are you using? On what operating system?
D2TM Demo 4 on Win 7 Ultimate x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 5:47
Attachments:
What steps will reproduce the problem?
1. Have more than one build-type available (e.g. conyard and barracks lists)
2. Select one build-list (let's say the buildings list)
3. Click on the barracks in the game window
What is the expected output? What do you see instead?
What should happen is that the sidebar switches to the infantry build-list.
At the moment, nothing happens.
Original issue reported on code.google.com by [email protected]
on 13 Sep 2006 at 9:04
What steps will reproduce the problem?
1. i have no idea how this happened or how to make it happen again.
2.
3.
What is the expected output? What do you see instead?
as you can see from the picture, that trooper can be selected from the empty
space where i tried to build a foundation. It's as if that unit is in 2 places
at once but only visible in one. (also , small side-note , the shadow from the
carryall is over the star of the trooper and it's hp, that was blind luck)
What version of the product are you using? On what operating system?
D2TM Demo 4 On Win XP SP2
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 24 Sep 2010 at 2:40
Attachments:
DEMO 4:
From dune2k forum: http://forum.dune2k.com/index.php?topic=22214.0
Carryalls and health bars sometimes get drawn through the Available Power and
Spice Storage meters in the HUD.
This screenshot says it well:
http://www.imagebanana.com/view/ahkvxnyk/640x480_0008.PNG
Original issue reported on code.google.com by [email protected]
on 2 Aug 2010 at 9:20
Additive blenders need to be adjusted.
Original issue reported on code.google.com by [email protected]
on 1 Sep 2006 at 9:08
A user should be able to play a skirmish game. This involves:
- the main menu should give access to skirmish mode
- the skirmish-mode menu should present the user with an interface to set up a
new game and play
- the player should be able to play the game
- the AI should be able to build a base and attack the player in a primitive way
- the game should know when the player has won or lost
- when the game is won or lost, a debriefing follows and the player is back at
the skirmish mode screen.
- the player should be able to play another skirmish game
Additional requirements:
- the skirmish mode setup screen should offer:
- maps created in a special directory in the game
- generate a random map for play
Original issue reported on code.google.com by [email protected]
on 12 Oct 2011 at 7:52
What steps will reproduce the problem?
1. Play Atreides. It may also work with other houses.
2. Build a barracks.
3. Wait
What is the expected output? What do you see instead?
Soldiers spontaneously appear outside the barracks as if you've been
building them. I don't think the game deducts money, though. Could it be
that the AI is asking for soldiers, and the order's being sent to the wrong
structure?
Version: 3.5 RC2
Original issue reported on code.google.com by [email protected]
on 13 Sep 2006 at 8:39
Currently the game uses Allegro. If we ever want to be sure the game runs
on other platforms or even machines which Allegro do not support, the game
should be easily 'ported' to a different library.
Apart from that, it would be handy to seperate the lib from the game, since
perhaps D2TM will be using SDL in the future.
Original issue reported on code.google.com by [email protected]
on 12 Sep 2006 at 2:45
from Forum @ dune2k:
http://forum.dune2k.com/index.php?topic=22214.0
DEMO 4:
Basically what happens is that I tell a unit to move somewhere, and on it's way
it will decide to just stop or run into a minor obstacle and cancel movement.
Many occurrences, a mayor annoyance.
Original issue reported on code.google.com by [email protected]
on 2 Aug 2010 at 9:16
This is one of the major features in the game; and it will involve at least
(but is not restricted to):
- select a side
- play missions
- select a next mission (select your next conquest)
- receive mission briefing
- receive mission debriefing (either won or lost)
More is described in wikipage [CampaignMode]
Original issue reported on code.google.com by [email protected]
on 12 Oct 2011 at 8:05
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