Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Mar 04, 2015 5:00 pm Post subject:
I'll keep an eye on this. I already see some inaccuracies, so yea, expect me on that channel sometimes. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
The GUI is very "interesting." Can't wait to take a looksie.
EDIT: Also, your link to GitHub doesn't work.
EDIT2: Why not just have it use the vanilla rules.ini and art.ini instead of coding new things? QUICK_EDIT
The UI is the same as the RA1 one, no doubt a placeholder, and OpenRA doesn't parse inis. I'm sure there is a good explanation for that, but I don't know it. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Mar 09, 2015 7:23 pm Post subject:
I know I had no time lately to join to the IRC... but woah, you have snow terrain now? _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
@Graion Dilach, yes sir! In theory urban should be working now too, we just haven't tried it. Hope to see you again soon.
A WIP feature by pchote (that isn't merged yet, so can't be used, but here it is) will improve on this eventually™. Last edited by Phrohdoh on Mon Mar 09, 2015 9:05 pm; edited 3 times in total QUICK_EDIT
I see the game is doing the LAT properly and progress seems strong. Guess it won't be much longer before there's strong competition to Ares. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Mar 09, 2015 9:16 pm Post subject:
Nah, they won't even try that. I mean, hell, carbon copy was never an aim, so pretty sure it'll have feats missing for a loooooooooong while. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
More particularly, it'll have features Ares doesn't have and will provide an open source alternative to those who do not want to be tied down to the aging engine. QUICK_EDIT
The aim of OpenRA is not to compete with Ares.
If features are desired and useful then usually someone will try their hand at implementing it.
@dodgevipergts: If you would like to use OpenRA and need a particular feature you can request it on IRC, Github, or even here (though the latter will probably not be seen).
At any rate this comparison is a bit off-topic.
Back on topic:
Allied structures are almost done!
Last edited by Phrohdoh on Tue Mar 10, 2015 4:49 am; edited 1 time in total QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Tue Mar 10, 2015 12:08 am Post subject:
Does OpenRA have support for random tiles yet?
Anyway, great job! Me likey. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
The way that TS/RA2 define/implement their random tile variants is different to how the earlier games did theirs, and is incompatible with the current (really crappy) random tile implementation in OpenRA. This feature will be implemented properly in due course.
OpenRA has two map editors, but neither of them currently support height levels. For now, the only way to make proper TS/RA2 maps for OpenRA is to use finalsun/finalalert and then convert them using my (WIP) map importer. QUICK_EDIT
I like the progress you're making and I'm really interested about using OpenRA for a future project of mine.
Also, couldn't help but notice that health bar looks quite thin and doesn't seem to have enough contrast so the red would be enough visible. Could you make it a bit thicker? Or is there a plan to make the health bar more like TS/RA2 stylish? QUICK_EDIT
@DonutArnold, the 3D healthbars and selection bounds are planned but not implemented yet. For now making the 2D healthbars thicker may be a good bit of polish.
Thanks for the compliment. We are actually about to play a test 'game', if you can call it that.
After trying to explain my process quite a few times to different people interested in converting legacy maps to OpenRA I decided to make this tutorial, please check it out and give me some feedback if you have any.
@Phrohdoh I have not any Visual Studio, can I download pre-built version of the sourse code for using this mod?
Windows already should come with the build tools.
After you download the source, run make.cmd.
Type in dependencies let it run, then start it again and type in all to build ORA. _________________ Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1
Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite QUICK_EDIT
Build orocess is done,
.mix files I put in \mods\ra2\ folder
But when I try to load this mod, OpenRa is crash, and debug log is typing me:
"Failed to load rules for Blank with error Cannot locate type: RenderInfantryInfo"
What did it want?
The mix'es go in My Documents\OpenRA\Content\ra2\.
''RenderInfantryInfo" That's a different issue we are still using a old build so the code on our side compared to what is now is outdated, a really recent change in ORA is related to that issue.
https://github.com/OpenRA/OpenRA/pull/7638
If you can make the needed changes.
That is RenderInfantry is now RenderSprites and WithInfantryBody together.
IdleAnimations is now IdleSequences ,StandAnimations is StandSequences now.
Could take a bit for us to update the code cause what other changes were made today and yesterday need to be checked. _________________ Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1
Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Mar 21, 2015 9:07 pm Post subject:
Last time I compiled that it used Visual Studio as compiler, so it does need VS. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
@Graion Dilach Yes it is, had to download a trial version
@Phrohdoh,
@tomsons26lv
Thank you very much for your answers!! Now it's Work! =)
Though there was a crash on self-destruction of the Soviet truck with explosives, apparently it is very much explodes XD
I think this is what the development version, but I can provide crash logs QUICK_EDIT
So... If I did my research right, OpenRa's engine is so modable you could even put Dune's carryal's and also water traveling Sand Worms on your RA2 mod right?
Where do I sign up? Is the code too hard to learn? QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Tue Apr 07, 2015 4:52 am Post subject:
Phrohdoh wrote:
This is COWTA! _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Without looking into your markup, just the very fact that you have the ability to render everything identically means you have equivalent language, with similarly formatted values...
The big question is weaponry and warheads, are all the RA2 level options available yet? Or where are we still behind?
I'm very interested in porting my mod, since it looks like your engine's speed and ability will only improve, you could even support multithreading and other enhancements we can never expect from Ares... right? _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Tue Apr 07, 2015 2:26 pm Post subject:
Where can I get the developer version of this? (Yes, I'm talking about unreleased and unstable verision). _________________ Mod Leader and founder of World Domination
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