Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon May 06, 2013 2:44 am Post subject:
TS/RA2 Assets will be supported by OpenRA
Subject description: Voxels and SHPs are already working on a separate branch.
The lastest OpenRA official release has been posted on october 2012 with a lot of features including an official Dune2k mod. Although their main site looks quiet since then, there is a lot of progress being done and some unstable playtest with a much better AI, campaign maps for RA1, among many other features. Besides that, Matthias M. has recently updated us with progress on their plan to support assets from Tiberian Sun and Red Alert 2 at the voxels branch.
The first picture shows their initial support for the SHP file format from Tiberian Sun/Red Alert 2, used on buildings, infantry and a couple of other things:
Here they show their voxel support, casting shadows.
Finally, they have a more recent picture of Yuri's revenge assets being used in a TD map.
As the famous Commando unit from Command & Conquer series says, 'Keep 'em coming!'. And stay tuned at OpenRA, since it might become a great engine to mod RTS games. Last edited by Banshee on Thu May 09, 2013 12:46 pm; edited 2 times in total QUICK_EDIT
Posted: Thu May 09, 2013 4:34 am Post subject:
Re: TS/RA2 Assets will be supported by OpenRA
Banshee wrote:
campaign maps for RA2
We currently don't have an RA2 mod just some internal developer tests depicted in those screenshots and campaigns are still our weakness although Scott created some nice co-op missions for our RA1 mod. You can subscribe to our http://www.moddb.com/games/openra/news to keep updated on the playtest releases.
Openra is kinda ztype up, it's run slower than others CNC games and so on. Even on my high tech gaming pc
Even the ore harvester are bugged and so on, it's better to really download the old RA 1 and not OpenRA _________________ Can you hide from me ? QUICK_EDIT
It's better to post bug reports and constructive criticism in the OpenRA forums than making the game bad in this public news post. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Openra is kinda ztype up, it's run slower than others CNC games and so on. Even on my high tech gaming pc
Even the ore harvester are bugged and so on, it's better to really download the old RA 1 and not OpenRA
It is a little annoying, especially with the one second or so delay with giving orders, but OpenRA is a versatile platform for modding. It is practically built for total conversions (although, since there is no real base mod, everything is a total conversion).
My point is, if you are just looking to play a regular Red Alert game, it is probably not the best platform. But if you want to really mess around or make a Red Alert mod without having all the restrictions of Red Alert, OpenRA gives you that ability. QUICK_EDIT
Indeed the order and auto-target delays have been unlagged since the recent playtests and yes this is a CPU crazy hobbyist project whose idea was not about replicating the original closely, but allow modding them even further. Not everyone likes this. The meme was posted by one of the conservative retro-gamers from http://cnc-comm.com QUICK_EDIT
Indeed the order and auto-target delays have been unlagged since the recent playtests and yes this is a CPU crazy hobbyist project whose idea was not about replicating the original closely, but allow modding them even further. Not everyone likes this. The meme was posted by one of the conservative retro-gamers from http://cnc-comm.com
That's good to hear, I liked the platform itself and the customization it offered. Although I'm still saddened that it is impossible to create custom missions, I can only hope that you fine folks get around to that eventually.
However, I can only assume that the lag fixing has not been built into a stable version yet because the latest build on the site (which is actually the most recent stable release) still seems to have a noticeable bit of lag. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sun Jun 09, 2013 11:38 am Post subject:
Darkstorm wrote:
That's good to hear, I liked the platform itself and the customization it offered. Although I'm still saddened that it is impossible to create custom missions, I can only hope that you fine folks get around to that eventually.
It is possible to create custom missions already. The main hurdle is that it currently requires programming knowledge.
Darkstorm wrote:
However, I can only assume that the lag fixing has not been built into a stable version yet because the latest build on the site (which is actually the most recent stable release) still seems to have a noticeable bit of lag.
If you are referring to lag on orders, there's currently an intentional order lag of 3 frames, probably to avoid sync issues in multiplayer. This will likely be reduced to 1 frame for singleplayer/skirmish in one of the upcoming releases, though.
If you were referring to the game in general, the AI pathfinding is currently a CPU hog whenever the AI is on an island or a path is completely blocked (a bridge full of units, for example). This is being worked on as well. QUICK_EDIT
It is possible to create custom missions already. The main hurdle is that it currently requires programming knowledge.
Yeah, I am aware that I or someone else could make a mission if we program one, but I was was mainly thinking of missions in the way that other C&C games. However, I'm sure it's fairly complex to implement.
Reaperrr wrote:
If you are referring to lag on orders, there's currently an intentional order lag of 3 frames, probably to avoid sync issues in multiplayer. This will likely be reduced to 1 frame for singleplayer/skirmish in one of the upcoming releases, though.
If you were referring to the game in general, the AI pathfinding is currently a CPU hog whenever the AI is on an island or a path is completely blocked (a bridge full of units, for example). This is being worked on as well.
Oh, I didn't realize that there was some intentional lag. I definitely would like for it to be decreased for singleplayer since there is little reason in singleplayer. As far as multiplayer, other games have a slight lag in multiplayer usually so it's no big deal. QUICK_EDIT
Oh, I didn't realize that there was some intentional lag. I definitely would like for it to be decreased for singleplayer since there is little reason in singleplayer.
Nice. Is the MMKII rendered in the TD perspective? The view seems to be more from top than in the TS perspective. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jul 10, 2013 5:55 pm Post subject:
Really guys... that traits thingie doesn't seem too friendly to me. _________________ "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
No serious, nice work and progress.
Though CameraPitch for the Voxel is still using the defaul value (not the TS/RA2 view)
But really cool to see finally some accurate shadows rendered of the voxel units. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Especially because of this you should give it rotors. OpenRA doesn't has the limitation of the TS engine, so it can finally give the heli the rotors, which the community was trying desperately to give it for years in TS without success (or at least not without some bad sideeffects).
You can take the rrotor.shp or lrotor.shp from TD/RA1. This would work well with the voxel Apache too. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Especially because of this you should give it rotors. OpenRA doesn't has the limitation of the TS engine, so it can finally give the heli the rotors, which the community was trying desperately to give it for years in TS without success (or at least not without some bad sideeffects).
You can take the rrotor.shp or lrotor.shp from TD/RA1. This would work well with the voxel Apache too.
Awesome. I don't know about ya'll, but I'm extremely excited about OpenTS or whatever it'll be called. Can us code-illiterate schmucks donate money or anything to help out?
Also, how does one map for this engine? _________________ Victory! QUICK_EDIT
It is unreleased because this is just a developer stub. Not really playable. You can compile from source though and place the mix files manually in the content directory. Probably also send a patch because you will stumple upon lot's of unfinished ends. QUICK_EDIT
http://openra.res0l.net/news/release-20130915/ is now the first stable release with SHP(TS) and Voxel support. Though still unused in the official mods, you can already use it for your own projects.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Sep 15, 2013 3:34 pm Post subject:
Really, if you guys would throw out your funky yaml system for something more human-friendly, you would be damned cool people now.
Good job on getting Dune2000 stuff right. Tho Game Asset Browser can't open them. _________________ "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
OpenRA still has INI rules parser left-overs, but I can't imagine how they could cope with the nested YAML rules used everywhere. The asset browser in fact works for d2k. Just type in DATA.R8 or MOUSE.R8 or BLOXBASE.R8 manually where it usually displays the SHP file names. It is not very polished, but works. I used it to identify and set up most of the sprite sequences. QUICK_EDIT
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