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TS/RA2 Assets will be supported by OpenRA
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Banshee
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Joined: 15 Aug 2002
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PostPosted: 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.
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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

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Orac
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Joined: 11 Jul 2008
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PostPosted: Mon May 06, 2013 3:30 am    Post subject: Reply with quote

I thought the commando said "keep 'em comin'!"... though it hardly matters #Tongue

Great work OpenRA team!
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Banshee
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Joined: 15 Aug 2002
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PostPosted: Mon May 06, 2013 3:50 am    Post subject: Reply with quote

Ok, you're probably correct, so I've fixed the news #Tongue.

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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Thu May 09, 2013 4:34 am    Post subject: Re: TS/RA2 Assets will be supported by OpenRA
Subject description: Voxels and SHPs are already working on a separate branch.
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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.

Oh and I got Tiberian Sun MIX files working yesterday Smile https://github.com/OpenRA/OpenRA/pull/3234
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Bu7loos
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PostPosted: Thu May 09, 2013 11:40 am    Post subject: Reply with quote

@Orac: You cheeky bastard you #Tongue
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Krow
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PostPosted: Thu May 09, 2013 11:57 am    Post subject: Reply with quote

That kirov looks even more awesome.
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Banshee
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PostPosted: Thu May 09, 2013 12:47 pm    Post subject: Reply with quote

I've meant RA1, Matthias.

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Anderwin
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Joined: 16 May 2005

PostPosted: Thu May 09, 2013 1:36 pm    Post subject: Reply with quote

Openra is kinda ztype up, it's run slower than others CNC games and so on. Even on my high tech gaming pc Laughing

Even the ore harvester are bugged and so on, it's better to really download the old RA 1 and not OpenRA
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Lin Kuei Ominae
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Joined: 16 Aug 2006
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PostPosted: Thu May 09, 2013 1:40 pm    Post subject: Reply with quote

It's better to post bug reports and constructive criticism in the OpenRA forums than making the game bad in this public news post.
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OmegaBolt
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PostPosted: Thu May 09, 2013 9:38 pm    Post subject: Reply with quote

It's better to Anderwin.
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Darkstorm
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PostPosted: Fri May 10, 2013 5:25 am    Post subject: Reply with quote

Anderwin wrote:
Openra is kinda ztype up, it's run slower than others CNC games and so on. Even on my high tech gaming pc Laughing

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.
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Reaperrr
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PostPosted: Fri May 10, 2013 12:22 pm    Post subject: Reply with quote

Darkstorm wrote:

It is a little annoying, especially with the one second or so delay with giving orders

This has been fixed recently, afaik. Try the latest playtest or wait for the upcoming stable release, the delay should be gone.

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Matthias M.
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Joined: 15 Jun 2012
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PostPosted: Fri May 10, 2013 1:04 pm    Post subject: Reply with quote

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 Very Happy
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RP
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Joined: 12 Jul 2012
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PostPosted: Fri May 10, 2013 1:50 pm    Post subject: Reply with quote

Very nice progress, I like how this is unfolding.

Also like how the shadow of the Kirov actually has a direction like on the buildings, and not simply casts straight down.

As for the meme, consider yourself Justin Bieber and Anderwin a hater Razz
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DarkVen9109
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PostPosted: Sat Jun 08, 2013 4:55 am    Post subject: Reply with quote

Ahh good to see there that Voxels and other logics from TS to YR will now be associated in RA1 and TD. Pretty impressive.
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Darkstorm
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PostPosted: Sun Jun 09, 2013 6:38 am    Post subject: Reply with quote

Matthias M. wrote:
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 Very Happy


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.
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Reaperrr
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PostPosted: Sun Jun 09, 2013 11:38 am    Post subject: Reply with quote

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.

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Darkstorm
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PostPosted: Sun Jun 09, 2013 7:19 pm    Post subject: Reply with quote

Reaperrr wrote:

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.
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Matthias M.
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PostPosted: Sat Jun 29, 2013 7:14 pm    Post subject: Reply with quote

Darkstorm wrote:
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.


Done. https://github.com/OpenRA/OpenRA/pull/3294

PS: Latest playtest-20130629 supports TS/RA2 MIX/VXL/SHP.


titan_386.png
 Description:
Even the combination of SHP and VXL is now working.
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titan_386.png



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OmegaBolt
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PostPosted: Sat Jun 29, 2013 7:57 pm    Post subject: Reply with quote

Heh, the Mk2 looks pretty neat there.
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m7
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PostPosted: Sat Jun 29, 2013 8:01 pm    Post subject: Reply with quote

Hah. TS titans without barrel overlap. there's a sight.

Looks good.
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Zero18
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Joined: 10 Dec 2012
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PostPosted: Sat Jun 29, 2013 8:32 pm    Post subject: Reply with quote

Sexy.
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Lin Kuei Ominae
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Joined: 16 Aug 2006
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PostPosted: Sun Jun 30, 2013 12:46 am    Post subject: Reply with quote

Nice. Is the MMKII rendered in the TD perspective? The view seems to be more from top than in the TS perspective.
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Orac
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PostPosted: Sun Jun 30, 2013 3:17 am    Post subject: Reply with quote

Pornography.
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Renegade
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PostPosted: Sun Jun 30, 2013 8:53 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Nice. Is the MMKII rendered in the TD perspective? The view seems to be more from top than in the TS perspective.

This is a wild guess, but...could it be the RA-perspective? Wink
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Matthias M.
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Joined: 15 Jun 2012
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PostPosted: Wed Jul 10, 2013 5:36 pm    Post subject: Reply with quote

You can adjust the angle with
Code:
CameraPitch:
which defaults to 113° at the moment according to https://github.com/OpenRA/OpenRA/wiki/Traits
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Graion Dilach
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PostPosted: Wed Jul 10, 2013 5:55 pm    Post subject: Reply with quote

Really guys... that traits thingie doesn't seem too friendly to me.
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Bu7loos
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PostPosted: Wed Jul 10, 2013 9:48 pm    Post subject: Reply with quote

From this perspective it looks like star craft..
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Matthias M.
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PostPosted: Thu Aug 15, 2013 3:06 pm    Post subject: Reply with quote

It may be time now to advertise https://github.com/OpenRA/OpenRA/tree/bleed/mods/ts as a developer preview for advanced users. See https://github.com/OpenRA/OpenRA/wiki/Compiling as this test mod is not shipped with releases yet and requires the development branch to be compiled from source code.


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We also support SHP(TS) with separate shadows now.
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Units converted from RULES and ART.INI
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Pilot reporting.
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Renegade
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PostPosted: Thu Aug 15, 2013 5:10 pm    Post subject: Reply with quote

That looks fancy. ^^
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freedom fighter
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PostPosted: Thu Aug 15, 2013 5:47 pm    Post subject: Reply with quote

Holy dooley! O.o
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Thu Aug 15, 2013 5:53 pm    Post subject: Reply with quote

The Apache needs rotors. Please give it rotors.

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.
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Matthias M.
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PostPosted: Thu Aug 15, 2013 8:08 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
The Apache needs rotors. Please give it rotors.


I could not find the SHP for it and read at http://cnc.wikia.com/wiki/Harpy#In-game_unit that there is none because of Westwood 2D engine limitations.
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DarkVen9109
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PostPosted: Sat Aug 17, 2013 12:31 pm    Post subject: Reply with quote

Nice to see some further progressions of OpenRa. Keep up the good work matt. I appreciate your effort mate Smile
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Lin Kuei Ominae
Seth


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PostPosted: Sat Aug 17, 2013 6:10 pm    Post subject: Reply with quote

Matthias M. wrote:
Lin Kuei Ominae wrote:
The Apache needs rotors. Please give it rotors.


I could not find the SHP for it and read at http://cnc.wikia.com/wiki/Harpy#In-game_unit that there is none because of Westwood 2D engine limitations.

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.
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Reaperrr
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PostPosted: Sat Aug 17, 2013 7:10 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Matthias M. wrote:
Lin Kuei Ominae wrote:
The Apache needs rotors. Please give it rotors.


I could not find the SHP for it and read at http://cnc.wikia.com/wiki/Harpy#In-game_unit that there is none because of Westwood 2D engine limitations.

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.

I agree, and I'm already working on it Wink

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Matthias M.
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PostPosted: Thu Aug 22, 2013 6:21 pm    Post subject: Reply with quote

and merged https://github.com/reaperrr/OpenRA/commit/87d2d607e633938da80a7fd460a3c972d3354b3c definitely looks better with a rotor.
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Volgin
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PostPosted: Thu Aug 22, 2013 11:50 pm    Post subject: Reply with quote

Awesome. Very Happy 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?
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Matthias M.
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PostPosted: Fri Aug 23, 2013 7:37 pm    Post subject: Reply with quote

You can go to https://www.bountysource.com/trackers/36085-openra and put some bucks on feature requests.

There is a map editor that comes with the game: http://www.moddb.com/games/openra/images/map-editor#imagebox
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Volgin
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PostPosted: Sat Aug 24, 2013 2:22 am    Post subject: Reply with quote

Hum. Didn't notice it in the OSX version, what mod do I load up to access it?
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Matthias M.
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PostPosted: Sat Aug 24, 2013 10:20 am    Post subject: Reply with quote

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.
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Matthias M.
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PostPosted: Sat Sep 14, 2013 1:30 pm    Post subject: Reply with quote

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.


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Deformat
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PostPosted: Sat Sep 14, 2013 7:48 pm    Post subject: Reply with quote

Are voxels working better right now?

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Matthias M.
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PostPosted: Sun Sep 15, 2013 3:33 pm    Post subject: Reply with quote

They work without problems as before in the unstable playtests.
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Graion Dilach
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PostPosted: Sun Sep 15, 2013 3:34 pm    Post subject: Reply with quote

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.
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Matthias M.
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PostPosted: Sun Sep 15, 2013 10:06 pm    Post subject: Reply with quote

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.
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