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Dune II HD port at last!

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Reply 140 of 154, by MyName

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appiah4 wrote on 2024-03-15, 08:23:
MyName wrote on 2024-03-08, 13:30:

You're just confusing facts with opinions.

You are just confusing your opinions with facts.

Talking about opinions causes a gag reflex in healthy people. I don't think we have anything to talk about. Muted

Reply 141 of 154, by mikesk8

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gameflorist wrote on 2024-03-15, 17:08:
hey mikesk8, i think i was able to fix the hanging notes problem with MIDI on macOS. here are updated packages: […]
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mikesk8 wrote on 2024-03-07, 16:01:
gameflorist wrote on 2024-03-07, 12:21:

It should be working. Dune Dynasty has MIDI support. So if a Roland SC-55 is the MIDI-device of your mac, it should use that. However, i just tried MIDI-output on a mac, and i encountered some problems with hanging notes.

Alternatively you can use rcblanke's pre-recorded Sc-55 sountrack (see here).

Thank you for the answer. My goal is to use a real SC55 as this is the most fun way 😉 I am going to check it out the next week once my new USB MIDI cable arrives and report back.
Do you know the root cause of the hanging notes you mentioned? Did you use the actual device? Which USB MIDI cable did you use?

hey mikesk8, i think i was able to fix the hanging notes problem with MIDI on macOS. here are updated packages:

macos-x86-64
macos-arm64

let me know if you have any problems!

Thanks a lot! I have just started testing and got stuck 😉 The Dune II via Dosbox Staging works fully ok with Roland SC55 (via Coremidi). However, in Dune Dynasty I cannot get any music from my Roland. I have checked all the settings, but always the music plays via computer speakers and not via Roland SC55 (connected to Mac via Roland Midi-USB interface).

Do you maybe know what I need to put in CFG file?

Reply 142 of 154, by gameflorist

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mikesk8 wrote on 2024-03-17, 14:21:

Thanks a lot! I have just started testing and got stuck 😉 The Dune II via Dosbox Staging works fully ok with Roland SC55 (via Coremidi). However, in Dune Dynasty I cannot get any music from my Roland. I have checked all the settings, but always the music plays via computer speakers and not via Roland SC55 (connected to Mac via Roland Midi-USB interface).

Do you maybe know what I need to put in CFG file?

unfortunately i don't think there are any config options, that could help you here. i don't know much about MIDI on macOS, but it seems there are 2 interfaces regarding MIDI on mac: Core Audio and Core Midi. both are supported by Dosbox, but Dune Dynasty only supports Core Audio, and not Core Midi. maybe there is a way to tell Core Audio to use an external MIDI device instead of the built-in by default (e.g. by setting a default audio device)? but maybe Core Midi is required to do that, in which case i believe there is unfortunately no way to accomplish with Dynasty, what you are trying to do.

Reply 143 of 154, by mikesk8

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gameflorist wrote on 2024-03-19, 20:24:
mikesk8 wrote on 2024-03-17, 14:21:

Thanks a lot! I have just started testing and got stuck 😉 The Dune II via Dosbox Staging works fully ok with Roland SC55 (via Coremidi). However, in Dune Dynasty I cannot get any music from my Roland. I have checked all the settings, but always the music plays via computer speakers and not via Roland SC55 (connected to Mac via Roland Midi-USB interface).

Do you maybe know what I need to put in CFG file?

unfortunately i don't think there are any config options, that could help you here. i don't know much about MIDI on macOS, but it seems there are 2 interfaces regarding MIDI on mac: Core Audio and Core Midi. both are supported by Dosbox, but Dune Dynasty only supports Core Audio, and not Core Midi. maybe there is a way to tell Core Audio to use an external MIDI device instead of the built-in by default (e.g. by setting a default audio device)? but maybe Core Midi is required to do that, in which case i believe there is unfortunately no way to accomplish with Dynasty, what you are trying to do.

Thank you for your answer. I think coremidi is required to communicate with external devices, at least this is my understanding. It is a pity its not supported 🙁 Maybe somebody in the future will be able to create a patch as a pull request.

Reply 144 of 154, by gameflorist

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mikesk8 wrote on 2024-03-19, 21:00:

Thank you for your answer. I think coremidi is required to communicate with external devices, at least this is my understanding. It is a pity its not supported 🙁 Maybe somebody in the future will be able to create a patch as a pull request.

Thanks for clarification! I'd definitely be glad to merge a pull request.

Funny - i just wanted to direct you to the OpenDUNE project and saw just now, that you've opened a discussion there. The project saw some recent activity. Maybe they will implement it. Since Dune Dynasty is a fork of OpenDUNE i might be able to port it.

Reply 145 of 154, by mikesk8

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gameflorist wrote on 2024-03-19, 21:47:
mikesk8 wrote on 2024-03-19, 21:00:

Thank you for your answer. I think coremidi is required to communicate with external devices, at least this is my understanding. It is a pity its not supported 🙁 Maybe somebody in the future will be able to create a patch as a pull request.

Thanks for clarification! I'd definitely be glad to merge a pull request.

Funny - i just wanted to direct you to the OpenDUNE project and saw just now, that you've opened a discussion there. The project saw some recent activity. Maybe they will implement it. Since Dune Dynasty is a fork of OpenDUNE i might be able to port it.

Yes, indeed 😉 I have no dev skills to do this by myself, but maybe there is somebody knowing how and willing to implement it.

Reply 146 of 154, by gameflorist

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I want to include an optional anhancement in the next version, that raises the fog uncover radius of units to make reconnaissance of the map less tedious.

I'd like to get some feedback on what the wishes are regarding this.

The current ranges are:

  • All infantry: 1
  • Trikes, Quads, Harvenster, MCV: 2
  • Tank: 3
  • Siege Tank, Devestator, Sonic Tank: 4
  • Launcher, Deviator: 5

Bear in mind, that uncovering of units also activates the enemy.

I don't want to overdo it. Currently I'm thinking about just increasing Quads and Trikes to 5, to cement their role as scouts and give them a purpose in later missions.

What are your opinions?

Reply 147 of 154, by appiah4

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Sonic tank having less range than launcher and deviator kinda makes no sense to me but I dont remember what it was like in the original game..

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Reply 148 of 154, by gameflorist

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appiah4 wrote on 2024-04-20, 09:01:

Sonic tank having less range than launcher and deviator kinda makes no sense to me but I dont remember what it was like in the original game..

The numbers i posted should reflect the original ones, as i don't think these were ever changed in OpenDune and Dynasty.

One could argue, that contrary to the sonic tank, the launchers become quite useless in close combat. That additional range helps mitigate that a bit.

Reply 149 of 154, by MrFlibble

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appiah4 wrote on 2024-04-20, 09:01:

Sonic tank having less range than launcher and deviator kinda makes no sense to me but I dont remember what it was like in the original game..

Note that this is the sight range (i. e. the radius of the circle around the unit that gets revealed when it is stationary), not the actual weapon range.

Sonic Tank's weapon range is 8, while Deviator has 7 and Launcher has 9.

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Reply 151 of 154, by gameflorist

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DudeFace wrote on 2024-04-25, 01:01:

github says "Runs natively on modern machines (OpenGL or Direct3D)" does this mean it only runs with later versions, DX11/opengl3.0+? or will it still work on old hardware DX9/opengl2.0?

I don't really know that, to be honest.

Reply 152 of 154, by DudeFace

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gameflorist wrote on 2024-04-25, 07:58:
DudeFace wrote on 2024-04-25, 01:01:

github says "Runs natively on modern machines (OpenGL or Direct3D)" does this mean it only runs with later versions, DX11/opengl3.0+? or will it still work on old hardware DX9/opengl2.0?

I don't really know that, to be honest.

i'll give it a go on a couple of things when i've got some time, if i have any luck i'll report back. i know dune legacy 0.96 works on a GF fx5200 on xp, but the 0.97 had some issue i forget what,.

Reply 153 of 154, by gameflorist

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DudeFace wrote on 2024-04-25, 16:19:
gameflorist wrote on 2024-04-25, 07:58:
DudeFace wrote on 2024-04-25, 01:01:

github says "Runs natively on modern machines (OpenGL or Direct3D)" does this mean it only runs with later versions, DX11/opengl3.0+? or will it still work on old hardware DX9/opengl2.0?

I don't really know that, to be honest.

i'll give it a go on a couple of things when i've got some time, if i have any luck i'll report back.

Very cool, thanks a lot! Let me know of the results, so i can update the readme with the info!

Reply 154 of 154, by gameflorist

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Hey everyone!

I've just released Dune Dynasty v1.6.3. You can get it at the github releases page.

Here are the changes:

  • Add enhancement option "Instant wall construction":
    • Reduces build time of walls to 0.
    • This enhancement is disabled by default.
  • Add enhancement option "Extend light vehicle sight range":
    • Doubles fog uncover radius of trikes and quads from 2 to 4 tiles.
    • This enhancement is disabled by default.
  • Add support for new soundtracks:
    • The amazing highly recommended Dune II 5-device remix/remaster (PC Speaker + Tandy + AdLib + MT-32 + SC-55) by the Sound Card database (listen to it on YouTube or download here). Many thanks to Ben from SCDB for providing the files!
    • The Dune II Amiga Music recordings (download here)
    • The Emperor: Battle for Dune game music
    • The Dune: Part Two (2024) Original Motion Picture Soundtrack by Hans Zimmer
  • Fix/improve Aspect Ratio Correction:
    • Fix aspect ratio of menus/cutscenes/mentat-screens for modern monitors by using a default ratio of 1.2 instead of 1.1.
    • Add in-game video option "Aspect Ratio Correction". (see Readme for details)
    • BREAKING CHANGE: the config-option correct_aspect_ratio does not include the actual correction ratio anymore, as this is now hardcoded to 1.2.
  • Add Midi Format option to Music Options:
    • This allows setting the type of midi files to be played:
      • pcs: PC Speaker
      • tan: Tandy 3 voices
      • gm: General Midi (SC-55) (=default)
      • mt32: Roland MT-32
    • Config key is midi_format
  • Add config option "midi_device_id" to select the MIDI device to be used on Windows (default=0).
  • Fix hanging notes after song-change with MIDI-playback on macOS.

Have fun, and let me know of any problems you encounter!