Activity for RichieQ

  • RichieQ RichieQ posted a comment on discussion Open Discussion

    Hi folks, as there seems to be some new interest in working on Dune Legacy I would like to help with some background information on the sound: Back when I started looking into Dune Legacy it was coupled with a lot of sounds in form of wav files. I do not have any information about the source of these files but it looked like they were recordings from the original files. To avoid legal troubles I replaced those one after another by reading those sounds directly from the Dune II data files. Sound effects...

  • RichieQ RichieQ committed [979f84]

    Set SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH to allow direct interaction with a non-focussed window

  • RichieQ RichieQ committed [2ba728]

    Place question box buttons like in the original game: 'Yes' is on the left, 'No' is on the right

  • RichieQ RichieQ committed [648616]

    Allow string splitting via regex; correctly split mentat texts

  • RichieQ RichieQ committed [2db08e]

    Rename one version of spitString to splitStringToStringVector; replace the other spitString version with a variadic template solution

  • RichieQ RichieQ committed [775ef2]

    Fix flickering mentat help screen

  • RichieQ RichieQ committed [5a92fd]

    Swap button order for mentat screens to be the same as in the original game

  • RichieQ RichieQ committed [057a32]

    Fix bug where parts of the ingame mentat help was drawn outside the mentat help window

  • RichieQ RichieQ posted a comment on ticket #44

    Fremen and Mercenaries had the same colors in the original game albeit mercenaries were never used; but they can be seen in SuperDune. Maybe the color could be changed to be easier to distinguish. IMHO, making all friends blue/yellow and all enemies red would completely change the feeling of the game. Is it really necessary to make the game that easy?

  • RichieQ RichieQ modified ticket #45

    Mouse cursor should change to reflect what the right click will do

  • RichieQ RichieQ posted a comment on ticket #45

    That's a good idea; please go ahead. Maybe slightly changing the cursor color would be enough to give a visual feedback that the unit is not moving but attacking.

  • RichieQ RichieQ posted a comment on ticket #46

    As you already mentioned, this flocking algorithm you're talking about is usually implemented in games where units can move freely. What I thought about is setting a different target tile for each unit such that their relative position remains the same. Problem with that solution is that units cannot be ordered to meet at a certain point: Think about selecting units in the field and a new unit at the base; when you order them to move to one tile the unit from the base will keep its relative position....

  • RichieQ RichieQ posted a comment on ticket #48

    I also thought about that in the past but always came to the conclusion that it is not worth the effort: For the end-user it is only problematic when upgrading to a new Dune Legacy version. But with the current rate of new versions this seldomly happens. The campaign also takes only a few hours. Usually the changes to the save game format happen when a new member is added to one of the unit or structure classes. But handling the absense of such a field in an old save game might be non-trivial and...

  • RichieQ RichieQ posted a comment on ticket #49

    This "bug" was also present in the original game. A common strategy in the original game was to first build as many special units (devastators or sonic tanks) until the unit limit was reached. Only then the starport was used to order as many units as possible. That way the unit cap could be circumvented. Of course we could add an option to Dune Legacy to also consider the unit limit at the starport. This option should be optional as it certainly changes the gameplay.

  • RichieQ RichieQ committed [e128a3]

    Rename TeamBehavior to AITeamBehavior and TeamType to AITeamType

  • RichieQ RichieQ committed [7b132b]

    Load AI teams with scenario and store them per house

  • RichieQ RichieQ committed [cb9471]

    Rename teams to AITeams to make it more obvious that they have nothing in common with the team id that is used for specifying the alliances between houses

  • RichieQ RichieQ committed [5a7b9c]

    Contact with the enemy is mutual; this is needed to (reliably) establish the first contact via reinforcements; reinforcements do not count as scenario units

  • RichieQ RichieQ committed [75cf5b]

    Track tile visibility status for each house separately; provide and use methods to query visibility status by team

  • RichieQ RichieQ committed [1f60bd]

    Rename getTeam() to getTeamID()

  • RichieQ RichieQ committed [699baf]

    Only direct contact with enemy triggers CampaignAI to become active; fix sandworm in area guard mode

  • RichieQ RichieQ committed [f54a85]

    Fix bug introduced with 57ca7b: Thick spice tiles were not downgraded to normal spice tiles when next to sand tiles

  • RichieQ RichieQ committed [fcb2f2]

    Radar shows number of visible enemy units and visible friendly units

  • RichieQ RichieQ committed [89b56c]

    CampaignAI: Wait for the human player to find the AI player before becoming active

  • RichieQ RichieQ committed [b44a45]

    Bugfix: Reinforcements were not delivered when they were of type 'Troopers' or 'Infantry'

  • RichieQ RichieQ committed [3f4350]

    CampaignAI is now building units and attacking the player similar to the original game

  • RichieQ RichieQ posted a comment on discussion Open Discussion

    As Dune 2 is not sold anymore (albeit you can sometimes find it on ebay) it is commonly considered abandonware. For legal reasons we do not provide any links to the Dune 2 data files but you can find a list of needed files in the manual.

  • RichieQ RichieQ committed [30890b]

    CampaignAI: Add palace handling

  • RichieQ RichieQ committed [ca372e]

    Revert erroneous refactoring to blitAirUnits

  • RichieQ RichieQ committed [ee3e23]

    Bugfix: Do not try to show tutorial hints when the game is not yet completely setup

  • RichieQ RichieQ committed [fb24c8]

    First skeleton of campaign AI

  • RichieQ RichieQ committed [8c7a58]

    Play 'Our base is under attack' when a structure is being attacked

  • RichieQ RichieQ committed [ebc6f1]

    Work around SDL bug #2979 and bug #3827: color keys are not handled correctly when converting 8-bit palettized surfaces to 32-bit surfaces; workaround is now to convert directly to texture

  • RichieQ RichieQ committed [910f48]

    Fix some clang warnings/findings

  • RichieQ RichieQ committed [c82fae]

    Fix TTF font rendering by setting the font hinting to TTF_HINTING_MONO

  • RichieQ RichieQ committed [4c0eb0]

    Bugfix: Use int for previous choam amount

  • RichieQ RichieQ committed [08143a]

    Start use MIX_INIT_MID with SDL_mixer 2.0.2

  • RichieQ RichieQ committed [a5f4e7]

    Switch to font sizes instead of font enum

  • RichieQ RichieQ committed [5256ed]

    Dynamically load fonts in the requested font size

  • RichieQ RichieQ merged merge request #9

    Fix memory leak on failed SDL_realloc()

  • RichieQ RichieQ committed [3f68ac]

    Fix some cppcheck findings

  • RichieQ RichieQ committed [fe5a8f]

    Switch internal strings to utf-8

  • RichieQ RichieQ committed [6fdd7e]

    Remove unnecessary 'extern'

  • RichieQ RichieQ updated merge request #8

    Fix realloc double-free and get compile working with current versions of SDL_mixer

  • RichieQ RichieQ posted a comment on merge request #8

    Only parts were merged as some parts were already fixed

  • RichieQ RichieQ committed [49cb6f]

    Merge commit '851fd0a64ab6456fcde20701dc1e47422f794a3a'

  • RichieQ RichieQ merged merge request #7

    Small fixes to compile with Visual Studio 2017

  • RichieQ RichieQ updated merge request #6

    Unit test support for Visual Studio 2017

  • RichieQ RichieQ committed [d34abd]

    Merge commit '61bf0f3fd47747b7ce51a3da4f50a97c61698094'

  • RichieQ RichieQ updated merge request #4

    Compile with SDL mixer 2.0.2

  • RichieQ RichieQ posted a comment on merge request #4

    Fixed it independently. Thanks anyway for your work.

  • RichieQ RichieQ merged merge request #3

    Fix a double free bug in Vocfile.cpp

  • RichieQ RichieQ committed [e227fc]

    Support for SDL_mixer 2.0.4 or higher: MIX_INIT_FLUIDSYNTH was renamed to MIX_INIT_MID

  • RichieQ RichieQ committed [3d44d9]

    Bugfix: Release memory from unique_ptr before calling realloc

  • RichieQ RichieQ committed [3bf27f]

    Use truetype font for all texts

  • RichieQ RichieQ committed [5bfff8]

    Rename font enum values to match the used font size

  • RichieQ RichieQ committed [8bdeba]

    Bugfix: Handle non-escaped strings in INI-files correctly

  • RichieQ RichieQ committed [d27421]

    For campaign missions we want to have the house dependent deviation likelihood

  • RichieQ RichieQ committed [5c9c13]

    Allow freely rotating air unit graphics

  • RichieQ RichieQ committed [45c003]

    Make Ornithopter, Rocket Turret and Launcher interaction much more similar to the original

  • RichieQ RichieQ committed [edeb87]

    Bugfix: Add back Button::invalidateTextures() as it is needed for TextButtons that gets their color changed

  • RichieQ RichieQ committed [651484]

    Coverity: Some further fixes

  • RichieQ RichieQ committed [e6c152]

    Update lodepng

  • RichieQ RichieQ committed [1ce579]

    Coverity: Fix sound_adlib

  • RichieQ RichieQ committed [fddf46]

    C++11: Replace rand() with std::minstd_rand

  • RichieQ RichieQ committed [6caa99]

    Coverity: Fix various issues

  • RichieQ RichieQ committed [fcd657]

    C++11: Replace custom stringify() function with std::to_string

  • RichieQ RichieQ committed [5fffc1]

    Bugfix: Do not destroy texture of pictures for hint messages

  • RichieQ RichieQ committed [b3e917]

    Coverity: Initialize all members

  • RichieQ RichieQ committed [433ee1]

    Wsa files seem to not necessary have to have a correct checksum

  • RichieQ RichieQ committed [4c0bb8]

    Coverity: Cast to size_t first

  • RichieQ RichieQ committed [000469]

    Coverity: Various potential issues found by coverity

  • RichieQ RichieQ committed [b715fd]

    Coverity: Reset currentGame to nullptr in any case

  • RichieQ RichieQ committed [48be71]

    Coverity: Make cast to unsigned explicit

  • RichieQ RichieQ committed [2a85e6]

    Refactor INIMap to use unique_or_nonowning_ptr

  • RichieQ RichieQ committed [149383]

    Coverity: Fix some found issues

  • RichieQ RichieQ committed [eee6e9]

    Coverity: Replace some dynamic_casts with static_casts where it is save

  • RichieQ RichieQ committed [328334]

    Coverity: Add check for nullptr

  • RichieQ RichieQ posted a comment on discussion Help

    Hm, it's difficult to say how long it will take for the next release...

  • RichieQ RichieQ committed [3b75af]

    Use unique_or_nonowning_ptr for all GUI classes to allow UI creators to either use surfaces/texture from the GFXManager or to use on-the-fly generated surfaces/textures

  • RichieQ RichieQ committed [73d4b1]

    convertSurfaceToTexture now only takes a non-owning pointer

  • RichieQ RichieQ posted a comment on discussion Help

    Hi, this seems to be a problem of the used fmt library (see https://github.com/fmtlib/fmt/issues/423 ). I just updated to fmt version 3.0.2 which should solve this problem thus the next Dune Legacy version should not run into this issue.

  • RichieQ RichieQ committed [c558de]

    Update fmt library to version 3.0.2

  • RichieQ RichieQ committed [cd1e91]

    Different file loaders are now consistently throwing exceptions; more use of smart pointers

  • RichieQ RichieQ committed [512a40]

    Get rid of some SDL_Free* functions via std::unique_ptr

  • RichieQ RichieQ committed [b9fe23]

    Get rid of bFreeSurface parameters

  • RichieQ RichieQ committed [ae7e8e]

    Move definition of RESTRICT from SDL2pp.h to Definitions.h

  • RichieQ RichieQ committed [59be64]

    Replace more new/delete occurences with std::unique_ptr; for functions with a variable number of parameters the parameters with one initializer list parameter

  • RichieQ RichieQ committed [b46654]

    Use sdl2::RWops_ptr instead of SDL_RWops*

  • RichieQ RichieQ committed [75fa0e]

    Use std::unique<Animation> instead of animation_ptr

  • RichieQ RichieQ committed [2a5b63]

    Use std::unique<Animation> instead of Animation*

  • RichieQ RichieQ committed [428e9b]

    Remove some unused includes found by checkheaders

  • RichieQ RichieQ committed [9ed7e8]

    Replace further std::shared_ptr with std::unique_ptr

  • RichieQ RichieQ committed [c92f5c]

    GFXManager::getObjPic now returns an std::array of SDL_Texture* instead of SDL_Texture**

  • RichieQ RichieQ committed [62b477]

    Switch to std::unique_ptr for most SDL_Surface and SDL_Texture pointers

  • RichieQ RichieQ committed [843c13]

    Move fp32_parser to FixPoint.h

  • RichieQ RichieQ committed [79ca40]

    Replace all FixPt(x,y) with x.y_fix

  • RichieQ RichieQ committed [6aa987]

    add compiler option --no-unknown-pragmas

  • RichieQ RichieQ committed [577c57]

    Add fix32_support with _fix32 user-defined literal.

  • RichieQ RichieQ committed [de84e6]

    FixPt(x.y) --> x.y_fix

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