Actually, "was", for quite some months. And this new progress makes me drool. However, what I really wait, is the engine to actually accept YR/TS .pal files, and to be able to have custom palettes for each building. That would be awesome. Or at least assign another palette, and use that palette multiple times, since I don't really appreciate the RA1 palette TBH. QUICK_EDIT
I made a screenshot, but you should compile https://github.com/pchote/OpenRA/tree/voxels yourself because voxels look quite the same on stills as sprites, but feel a lot more fluent when they are turning.
The game already supports custom palettes and defining them per unit.
voxeltest-20130224.png
Description:
Tech demo adding scaled down TS voxels to the Tiberian Dawn mod
Are there any tutorials? OpenRA is a very different to me from WW's ini editing.
I would like to learn some basic stuff like creating new unit(building), weapon, vfx effects, terrain maybe. Or how to create fresh clean setup (literaly blank) for non-CnC mod. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Are there any tutorials? OpenRA is a very different to me from WW's ini editing.
I would like to learn some basic stuff like creating new unit(building), weapon, vfx effects, terrain maybe. Or how to create fresh clean setup (literaly blank) for non-CnC mod.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed May 01, 2013 3:28 pm Post subject:
It is. That's YAML. A totally different syntax with a stricter parser.
FYI WW parser ignores whitespaces, OpenRA headshots itself if you miss the tabbing from these 'so called' traits. _________________ "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
Already did long time ago but can't compile it with nether Visual Studio 2010 C# or Visual Studio 2012 C# or Xamarin Studio
Code:
Error 1 Source file 'C:\Users\user\Desktop\OpenRA-voxels\OpenRA.Mods.RA\DebugFiringOffsets.cs' could not be opened ('Unspecified error ') OpenRA.Mods.RA
Error 2 Metadata file 'C:\Users\user\Desktop\OpenRA-voxels\OpenRA.Mods.RA\bin\Debug\OpenRA.Mods.RA.dll' could not be found OpenRA.Mods.Cnc
Error 3 Metadata file 'C:\Users\user\Desktop\OpenRA-voxels\OpenRA.Mods.RA\bin\Debug\OpenRA.Mods.RA.dll' could not be found OpenRA.Mods.D2k
Error 4 'OpenRA.Traits.RenderSimple' does not contain a definition for 'GetImage' C:\Users\user\Desktop\OpenRA-voxels\OpenRA.Editor\RenderUtils.cs 48 29 OpenRA.Editor
Warning 5 There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "C:\Users\user\Desktop\OpenRA-voxels\OpenRA.Game.exe", "x86". This mismatch may cause runtime failures. Please consider changing the targeted processor architecture of your project through the Configuration Manager so as to align the processor architectures between your project and references, or take a dependency on references with a processor architecture that matches the targeted processor architecture of your project. OpenRA.Mods.RA
Warning 6 Found conflicts between different versions of the same dependent assembly. OpenRA.Mods.RA
Warning 7 There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "C:\Users\user\Desktop\OpenRA-voxels\OpenRA.Game.exe", "x86". This mismatch may cause runtime failures. Please consider changing the targeted processor architecture of your project through the Configuration Manager so as to align the processor architectures between your project and references, or take a dependency on references with a processor architecture that matches the targeted processor architecture of your project. OpenRA.Mods.Cnc
Warning 8 There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "C:\Users\user\Desktop\OpenRA-voxels\OpenRA.Game.exe", "x86". This mismatch may cause runtime failures. Please consider changing the targeted processor architecture of your project through the Configuration Manager so as to align the processor architectures between your project and references, or take a dependency on references with a processor architecture that matches the targeted processor architecture of your project. OpenRA.Renderer.Cg
Warning 9 There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "C:\Users\user\Desktop\OpenRA-voxels\OpenRA.Game.exe", "x86". This mismatch may cause runtime failures. Please consider changing the targeted processor architecture of your project through the Configuration Manager so as to align the processor architectures between your project and references, or take a dependency on references with a processor architecture that matches the targeted processor architecture of your project. OpenRA.Utility
Warning 10 There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "C:\Users\user\Desktop\OpenRA-voxels\OpenRA.Game.exe", "x86". This mismatch may cause runtime failures. Please consider changing the targeted processor architecture of your project through the Configuration Manager so as to align the processor architectures between your project and references, or take a dependency on references with a processor architecture that matches the targeted processor architecture of your project. OpenRA.Renderer.Null
Warning 11 There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "C:\Users\user\Desktop\OpenRA-voxels\OpenRA.Game.exe", "x86". This mismatch may cause runtime failures. Please consider changing the targeted processor architecture of your project through the Configuration Manager so as to align the processor architectures between your project and references, or take a dependency on references with a processor architecture that matches the targeted processor architecture of your project. OpenRA.Renderer.Gl
Warning 12 There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "C:\Users\user\Desktop\OpenRA-voxels\OpenRA.Game.exe", "x86". This mismatch may cause runtime failures. Please consider changing the targeted processor architecture of your project through the Configuration Manager so as to align the processor architectures between your project and references, or take a dependency on references with a processor architecture that matches the targeted processor architecture of your project. OpenRA.Renderer.SdlCommon
Warning 13 There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "C:\Users\user\Desktop\OpenRA-voxels\OpenRA.Game.exe", "x86". This mismatch may cause runtime failures. Please consider changing the targeted processor architecture of your project through the Configuration Manager so as to align the processor architectures between your project and references, or take a dependency on references with a processor architecture that matches the targeted processor architecture of your project. OpenRA.Mods.D2k
Warning 14 There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "C:\Users\user\Desktop\OpenRA-voxels\OpenRA.TilesetBuilder.exe", "x86". This mismatch may cause runtime failures. Please consider changing the targeted processor architecture of your project through the Configuration Manager so as to align the processor architectures between your project and references, or take a dependency on references with a processor architecture that matches the targeted processor architecture of your project. OpenRA.Mods.D2k
If i remove the DebugFiringOffsets.cs and fix the architecture issues then it compiles in both VS'es but i can't get it to start even if i add all the dll's nether release or debug compiles start
The bleed one i downloaded two days ago compiles correctly and works fine after copying all the dlls and SDL.dll in _________________ 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
Are there any tutorials? OpenRA is a very different to me from WW's ini editing.
I would like to learn some basic stuff like creating new unit(building), weapon, vfx effects, terrain maybe. Or how to create fresh clean setup (literaly blank) for non-CnC mod.
raminator also gave the community a template for 3dsmax:
Correct me if my eyes deceive me! but are the shadows drawn from all voxel sections? I see in the screenshot, apocalypse tank has its body and barrel shadows cast.
and lovely Rewire. _________________ Delirium.. QUICK_EDIT
Correct me if my eyes deceive me! but are the shadows drawn from all voxel sections? I see in the screenshot, apocalypse tank has its body and barrel shadows cast.
and lovely Rewire.
And a Halftruck...just look how it's right side is very well self-shaded. Realy adds depth to voxel. Very well done. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
The voxel branch is not yet ready to merge. There is work to do. Paul knows about the compiler issues. The VS problems occur because we mostly develop on Linux/Mac, but we try to keep our bleed branch Windows friendly. SHP(RA2) seems to work now although the code could need a little cleanup.
openra-yr-test.png
Description:
Quick developer test with Yuris Revenge assets inside the Red Alert 1 mod with Tiberian Dawn terrain.
...you're developing on Linux?
Do tell how your stack is set up.
(I figured I should wait 'till I have a proper Win build environment, because of the whole .NET-ness. Never quite trusted Mono.) _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
would be nice if the turret-voxel would cast shadows on the tank-voxel. other than that pretty amazing =) _________________ just a simple logo by bricks @ raminator, on Flickr QUICK_EDIT
So does this mean OpenRA2 and OpenTS are going to happen as specific mods, or is there going to be just code additions to support voxel and shp formats? _________________ Victory! QUICK_EDIT
So does this mean OpenRA2 and OpenTS are going to happen as specific mods, or is there going to be just code additions to support voxel and shp formats?
OpenRA uses mods and yaml configuration internally to switch on/off every feature. The new fileformats have been integrated into the core engine. New gameplay traits are usually added to mod libraries, but as we already got repairable bridges for Red Alert 1 and Tiberian Dawn and we also want things like gates in RA1 not everything will live in OpenRA.Mods.TS/RA2.dll I guess. QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Sun May 12, 2013 1:14 am Post subject:
Where can I get the latest verison for this, with all the recently changes you and your team made to OpenRA? _________________ Mod Leader and founder of World Domination
Where can I get the latest verison for this, with all the recently changes you and your team made to OpenRA?
We are currently in feature freeze because a new stable version where we fixed all desyncs in multiplayer and added lot's of polishing to the UI is coming real soon now.
A ts mod is WIP in the git repositories but likely this is all going to change drastically as we have to refactor a lot of the core engine to integrate it without dirty hacks, so better not start modding with this already. Wait for a future playtest release with extended file format support. QUICK_EDIT
hey, is the TS mod gonna stick with how TS plays or is it gonna be like openra or td mod and have balance fixes?
if that was the case it would be unplayable. so i'd hope they fix the ztyping tech-bug.....among other critical things... _________________ Hydraw Art on Facebook QUICK_EDIT
hey, is the TS mod gonna stick with how TS plays or is it gonna be like openra or td mod and have balance fixes?
if that was the case it would be unplayable. so i'd hope they fix the ztyping tech-bug.....among other critical things...
We have a rule of thumb: "Don't implement legacy bugs!" and don't recreate the most matching legacy experience (get the Freeware original for that), but the perfect game. QUICK_EDIT
You may not realize, but file formats are way easier than adding support for the isometric perspective. It took Paul around a year now and I guess few people will see the amazing break-through this WIP screenshot indicates. It still needs a lot of love, but expect more progress in this direction soon.
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Sun Mar 09, 2014 3:14 pm Post subject:
Wow! Looks just like TS(except for the sandbags, but that's a minor problem) _________________
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
Looks promising, but to be honest I think that OpenRA would become far more popular with TS and RA2 modders (which I believe are currently a majority of at least the 2D C&C modding scene) if you'd ditch the YAML system and switch back to the INI system.
Maybe you could even give people the option to use one or the other somehow... _________________ QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Tue Mar 11, 2014 3:55 pm Post subject:
Bittah Commander wrote:
Looks promising, but to be honest I think that OpenRA would become far more popular with TS and RA2 modders (which I believe are currently a majority of at least the 2D C&C modding scene) if you'd ditch the YAML system and switch back to the INI system.
Maybe you could even give people the option to use one or the other somehow...
I think that would be a waste of dev time far better spent on making real improvements to the engine, especially since this would likely require a major engine-refactoring. The effort/gain-ratio would be totally off, as there are no real benefits other than some modders not having to leave their comfort zone of ini-modding.
PillBox20 wrote:
Leave the buildings, look at the infantry and the Titan. These shadows are not the normal shadows that were in TS.
They are. The only difference is probably how much shadow darkens the ground, but the shadow alpha value can be customised in OpenRA. The Titans' shadow is also cut off at the cell to the right of the Titan (a bug in all likelyness), which is why it looks a bit different.
Other than that, it's just your eyes/memory playing a trick on you QUICK_EDIT
They are. The only difference is probably how much shadow darkens the ground, but the shadow alpha value can be customised in OpenRA. The Titans' shadow is also cut off at the cell to the right of the Titan (a bug in all likelyness), which is why it looks a bit different.
Other than that, it's just your eyes/memory playing a trick on you
Are you drunk?
Those are dinamic shadows not the crap WW got stuck with,OpenRA has had them for almost year now _________________ 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
Goddamnit smiff - I didn't need to see that distracting mess. lol! Also, the WF has entirely different sunlight on it than the other buildings.... wtf. _________________ Victory! QUICK_EDIT
With the exception of projectiles, all shadows in TS are part of the SHPs themselves. I have no idea what you mean with "hardcoded" though... _________________ QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Wed Mar 12, 2014 11:04 am Post subject:
tomsons26lv wrote:
Are you drunk?
Those are dinamic shadows not the crap WW got stuck with,OpenRA has had them for almost year now
Easy there
That only applies to voxels, because voxels are technically 3D, so generating dynamic shadows is possible when you have a light source.
But Orac and Pillbox were talking about the buildings, infantry and Titan, which clearly use the SHP shadows (except for the Titan's voxel barrel, obviously).
Renegade wrote:
SMIFFGIG wrote:
WW made the error of having building and unit lighting facing in different directions, if thats what you are referring too?
Are you drunk?
Those are dinamic shadows not the crap WW got stuck with,OpenRA has had them for almost year now
Easy there
That only applies to voxels, because voxels are technically 3D, so generating dynamic shadows is possible when you have a light source.
But Orac and Pillbox were talking about the buildings, infantry and Titan, which clearly use the SHP shadows (except for the Titan's voxel barrel, obviously).
Renegade wrote:
SMIFFGIG wrote:
WW made the error of having building and unit lighting facing in different directions, if thats what you are referring too?
Yeah i know,forgot that the Titan is a shp, sorry.
I have noticed the lighting issues since day one, WW was really rushed by EA when making TS so they did not have the time to correct all that.
My guess would be TS originally had different lighting and they are leftovers from that time. _________________ 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
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