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Dune II The Maker DEMO 4 Released


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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:










List of changes:





- 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



- 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



- "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



- 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)



- 32/16 bit adjustment in windowed mode. (speed increasement was minimal)[/pre]


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