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<title><![CDATA[ Dune II remake worklog on Boolean Soup ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewworklog&id=77 ]]></link>
<description><![CDATA[ 3rd attempt in remaking Dune II ]]></description>
<language>en-us</language>
<pubDate>Thu, 09 Apr 2026 22:48:34 GMT</pubDate>
<item>
<title><![CDATA[ Land was created and the Art Of War was discovered ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=283 ]]></link>
<description><![CDATA[ Greetings mates, we have some new intresting updates.

recently me and Ecko had some understanding troubleshooting  I was trying several times to explain Ecko how will the map editor work - how will the tiles be placed on the screen (warcraft\starcraft style)... and he was trying to explain to me the order of placing tiles in our tile sheet - we both failed with our explanations.

[x] good news is, we found a solution to our little problem  , we made a new tile sheet and a new tile placing functions - hahaha.

[x] muhahaha our scouts discovered the art of war and began spraying each other with hot lead  awsome display of gun fire! 


By Ariel_Yust

the display was quit fast, everyone were shooting on burst mode  in the end there was nothing left from the blue team but shame.

[x] everything works great! we have tiles with there borders working, but modifications are in progress 
as you can see we have some problems with the edges but we are working on it  , we use high spice inspired from Dune2 and the rocks on the dirt can be use by infantry  which aren&#039;t implimented yet into the game hehehe



[x] another intresting thing is the planing of the harvester... yes I dislike that stupid design of the harvester in the dune games!



they couldn&#039;t invent something better?! jeez I hate it! its big with wierd shape! berly moves and harvest spice :| and I don&#039;t think it would have been used in the future so I invented my own harvester design  a very unique design muhahahahah!

my harvester is a walking harvester - has much more mobility then the normal dune harvester! it looks better! it has strong spot lights and any fictionary vision that you would like! and it walks into a field without ruining the spice! and collects the spice from its bottom part, most efficient!


By Ariel_Yust

My harvester will never sink in the sand! because Ecko won&#039;t progrem it to!  ]]></description>
<pubDate>Thu, 09 Oct 2008 19:43:01 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=283 ]]></guid>
</item>
<item>
<title><![CDATA[ day amm... &gt;_&lt; DOH! ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=282 ]]></link>
<description><![CDATA[ greetings we had lots of updates but I didn&#039;t have the power to write them down because ammm I&#039;m lazy and I&#039;m studying for my psycometry test... anyway...

[x] we have left Fenix compiler and moved to Bennu,
we are now using wip 11 by and stuff stoped
crashing on me in vista 64bit! thats exellent news!

[x] new net.dll was made for Bennu compiler
because the old one didn&#039;t want to work well with our game, it seems his new dll works like a charm!

[x] multiplayer works great! but not between me and Ecko  for some stupid and annoying reason my ping with Ecko is 4300ms!!! OMG!!!
Sandmans help was requiested and so it seems
that I won&#039;t be able to play with Ecko or anyone from netherlands 

btw Sandman has a ping of 30ms to Ecko - bastards! &gt;_&lt;

[x] Ecko fixed a missing hitpoint in one of the units - very good Ecko keep that up ^_^

[x] I worked hard and managed to make that gui finaly!
heres a screenshot dudes!


all menus are accessible using the gui 
you press the game menu button and the radar turns
into a menu with everything  real comfortble and pritty!

[x] the radar is starting to take shape, we can see the pixeled terrian and can move to places on the map by clicking on the radar somewhere  and soon units and buildings will apear on it as well 

[x] OMG!!! - buildings can now walk everywhere  hehehe

[x] units can fire at other units and destroy them !
MUHAHAHAH

[o] destroyed scout gfx must be made
[o] map editor should be made
[o] radar should be finished
[o] new building gfx should be designed - I dont
lik the old one... ]]></description>
<pubDate>Fri, 03 Oct 2008 23:57:21 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=282 ]]></guid>
</item>
<item>
<title><![CDATA[ day 14 ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=281 ]]></link>
<description><![CDATA[ [x] I drew a gui, well not all of it 
I have the good looking gui for the game and I&#039;m still working on selections and biulding proporties and etc...

[x] Ecko used his awsome coding skills to make a credit counter like in the casino machines and like in dune 2 - but better because he used my graphics 

heres a screenshot to prove that I&#039;m right - as usual 


By Ariel_Yust
you see its moving! XD hahahahaha

[x] we found out a real awsome fenix bug today - again - when Ecko tried to make those units mazzle shots (flashs), that I have mentioned before...
we consulted Sandman and found out that on Bennu the same code does work without a crash...  another point goes for Bennu! - good job! Sandman 

[o] need to finish all the GUI graphics oh man!

[o] must finish homeworks for the course of the psycometery test (S.E.T) &gt;_&lt;

[o] must find a bugfix for stalker clear sky! damn thats one annoying and bloody full of bugs game!  ]]></description>
<pubDate>Sat, 27 Sep 2008 02:22:55 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=281 ]]></guid>
</item>
<item>
<title><![CDATA[ day 11 ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=280 ]]></link>
<description><![CDATA[ okay long time I didn&#039;t update this worklog 

I had some very importent guests ^_^
and lots of doing lately ^_^ but! it doesnt means that we didn&#039;t continue our project 

[x] multiplayer is supported now, we have connection between people who doesn&#039;t use windows vista &gt;_&lt; because vista allways crash for no reason...
shortly it is possible to host or join yey



[x] we have shooting function now ^_^
units can fire burst fire at there enemys and it looks great hahaha, I drew some awsome bullete hit smoke and mazzle shot and Ecko programed a unique way to make it all work realy perfect and now were working on &quot;shooting modes&quot;

Scouts In Action! 


[x] for some reason buildings were shooting enemys by them self, so now we stoped them from chasing and firing at enemys  so it apears that they forgot there job in the game hehe 

[o] 90% progress on terrian tiles have been done so far
I just need to finish the spice tiles and the slow sand tiles! and everything else is just add-on decoratives! I have the sand\rocky tiles and cliffs done! with 2 types gfx

[o] shooting effects need to be worked on - adding another process to handle mazzle shots (flashs)

[o] map editor is in progress

[o] we gonna use flowting gui for everything thats much more modern - I hope it will be original XD ]]></description>
<pubDate>Tue, 23 Sep 2008 00:23:39 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=280 ]]></guid>
</item>
<item>
<title><![CDATA[ day 6 ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=279 ]]></link>
<description><![CDATA[ hhh well I didn&#039;t have much time to work on the projects graphics but I managed to draw several stuff and Ecko did progress on multiplayer system 

[x] we have sprites for a gunshot hit smoke for scouts

[x] we have tiles for buildble rocky terrian (two 
    options in order to avoid using repeating graphics)

[x] the game now plays from a command schedule instead 
    of direct mouse interaction.

[x] thanks to schedule commands we have connection
    between two clients and can move and select units ]]></description>
<pubDate>Sun, 14 Sep 2008 22:34:09 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=279 ]]></guid>
</item>
<item>
<title><![CDATA[ day 4 ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=278 ]]></link>
<description><![CDATA[ [x] we have a selection graphics done for the units 
    including health inside as well. I like what we
    have so far, I was working today on a cursor I made
    lots of options but I still dont know what will be
    used in the end...
    I even took a pic of my own hand with rings and all
    to make it look more royal  hahahaha

[x] now we can change colors to everyone 
    ofcourse it means there side as well 
    meaning we can support many sides playing togever



I like this cursor more 

[x] buildings can build scouts and deploy them around
    the construction and if the construction is blocked
    then units will stay inside the factory untill
    there will be space for the unit to deploy 

[x] we had a problem with units moving aimlessly when
    they are too close to the target and its blocked
    by another unit... - fixed

[x] fixed and grayscaled the light factory color mask
    and the scout unit color mask as well 



things to do next:
---------------------

[o] I need to animate cursor
[o] must draw a temporary GUI
[o] must make cliffs, walls, slow sand and spice and
    from there we should work on the infantry movement ]]></description>
<pubDate>Wed, 10 Sep 2008 20:53:08 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=278 ]]></guid>
</item>
<item>
<title><![CDATA[ day 3 - [after teaming with Ecko] ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=277 ]]></link>
<description><![CDATA[ I&#039;m writing this worklog in order to document my work with Ecko on this Dune II remake.
I will include screenshots of the engine and write about things I would like to add and things I allready have working.

Lets hope to the best that we will be the first team to manage to remake this great old game 
-----------------------------------------------------

[x] I was working for 3 days alone making a pathfinder 
    and working on my own engine, I drew a fremen 8 
    direction standing/moving/shooting sprites and 
    managed to include them into the game engine.



[x] I teamed up with Eckolin and let him program the
    project, now I have time to draw the graphics and
    a strong programer to help me make this game
    multiplayer. work was on its way fast and Ecko
    was working on a workframe quit fast.




[x] Ecko made a new engine using Fenix path finder
    function. This time I made 8direction &quot;scout&quot; unit 
    and we were programing some unit selections using 
    draw commands, and improving our pathfinding system
    and for some wierd reason we got this...



    we still can&#039;t undentify thereason to this hell but
    we can assume that it&#039;s some kind of &quot;Fenix Bug&quot;, 
    then we stoped using the &quot;draw_box()&quot; command 
    and for some reason, everything works great.

[x] When sending a huge group of units to a spot,
    unit that couldn&#039;t reach the spot were found
    circeling around the area.



[x] Great progress was made! groups of units, no matter
    the size, can now go to any spot and to gather
    there without causing any fps drops or circeling
    aimlessly around.



[x] Ecko and I were making a light factory today.
    scouts can be built there and the building process
    is animeted! I have a diffrent approuch to the Dune
    theme and I would make it more industrial 
    futuristic design that tends to look abit realistic
    as well  meaning I&#039;m gonna add much more 
    realistic aspects to the game 



[x] A scout photo that will be used in the game
    made by me ofcourse 





to be continued... ]]></description>
<pubDate>Tue, 09 Sep 2008 19:03:35 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=277 ]]></guid>
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