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 Forum index » Modding Central » Public Project Announcements
Enigma (SC) [OpenRA]
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HG_SCIPCION
Cyborg Artillery


Joined: 07 Jun 2013
Location: Perú

PostPosted: Fri Apr 29, 2016 3:39 pm    Post subject:  Enigma (SC) [OpenRA]
Subject description: Progress and news...
Reply with quote

Exley wrote:

but if I was you, I'd create "my own game universe"
nor C&C nor SC


Smile





A few months ago I started to test the new engine OpenRA, despite some problems with objects. I like "OpenRA" because at the great lighting, infinite facings and many improvements to the SHP format and many other things! which they are not possible in the RA2 / TS engine.




See this, this is an image in the game, the true quality is not is final, but I'm impressed, because it's like that I imagine it from the beginning.



For behold, this image is conpcert art (Photoshop) http://i.imgur.com/3zTAnJ7.png">http://i.imgur.com/3zTAnJ7.png


Now let's look at some of the magic of lighting of the game:







all possibilities offered by the game are a great reason to develop this MOD. and perhaps with the help of developers, it is possible to integrate a system of nonlinear campaign as a Total War or Dawn of War Dark Crusade; with turns, fleets, management and more ...

This image shows a small idea for the campaign:

WIP
- Concept art!

And here some units and structures in which I worked.
- Achilobator Tank UE (main tank)


- transport Aircraft UE


- drone of the "Darks" (main vehicle)


- civilian machine (mineral extraction)


- unknow

special thanks for Smoke_Fumus (model base)

- Power Plant UE

special thanks for Smoke_Fumus (model base)


And also will talk about my work with the terrain and the new planets, Nevid is the icy planet that suffers terra transformation, that's why the presence of lava and volcanoes ... the conditions are extreme, but minerals are a great source of energy...


NEVID


Nevid landscape WIP


small scene in Nevid



For now it's all I could do ... and I want to thank the developers OpenRA, it is a great engine!


support OpenRA <3!
http://www.openra.net/

Thanks!

Enigma in MODDB:



-SCIPCIÓN
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TAK02
Commander


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Apr 29, 2016 3:46 pm    Post subject: Reply with quote

*speechless*
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Apr 29, 2016 4:04 pm    Post subject: Reply with quote

Haha, that MCV is so tiny in the second-to-last screenshot Very Happy

Bloody amazing work. Will this project absorb/replace Global Crisis?
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 29, 2016 4:06 pm    Post subject: Reply with quote

OMG LAVA!!!111!!!!!!!11!!
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Apr 29, 2016 6:06 pm    Post subject: Reply with quote

E for Excellent visual wise
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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Fri Apr 29, 2016 6:28 pm    Post subject: Reply with quote

._. jk, gj Scip.
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Apr 30, 2016 1:24 am    Post subject: Reply with quote

Holy shit... If a commercial game looked like this, I'd definitely buy it (although unfortunately not with the way units currently move in OpenRA, but it'll surely eventually be fixed).
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HG_SCIPCION
Cyborg Artillery


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sun May 01, 2016 4:34 pm    Post subject: Reply with quote

Quote:
Will this project absorb/replace Global Crisis?


ehm nop... Enigma is my second project Smile but GC is the first...

Quote:
If a commercial game looked like this, I'd definitely buy it


lol, hahah thank you!

Quote:
although unfortunately not with the way units currently move in OpenRA, but it'll surely eventually be fixed).


hm.... maybe for the future... Sad


thanks guys, I love work with 2d engine!


but where is LKO? I need the aporbation of LKO also....  Rolling Eyes

and....


thanks!
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun May 01, 2016 8:27 pm    Post subject: Reply with quote

Haha awesome stuff Smile
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sun May 01, 2016 9:26 pm    Post subject: Reply with quote

that's so nice, can't wait to see the mechanics Very Happy
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HG_SCIPCION
Cyborg Artillery


Joined: 07 Jun 2013
Location: Perú

PostPosted: Tue May 03, 2016 1:22 pm    Post subject: Reply with quote

aaaaaaaahhhhhhhhhhhhhhhhhhhhhhh!!!!!#Mad  #Mad  #Mad  #Mad  #Mad  #Mad  #Mad
alphas with animation!!!!!!!!!!!




thanks guys Smile
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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue May 03, 2016 7:11 pm    Post subject: Reply with quote

Hah you're going to murder your cpu...

How's the performance in a real game do you know?
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue May 03, 2016 7:57 pm    Post subject: Reply with quote

These graphics are stunningly beautiful. Better than anything else I've ever seen on these forums. Great work Smile
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Wed May 04, 2016 1:45 am    Post subject: Reply with quote

G-E wrote:
Hah you're going to murder your cpu...

How's the performance in a real game do you know?


There's only one thing which can murder performance, and that's voxels. A 2 GHz CPU will run his mod quite well otherwise. The snow are properly implemented particle effects (not superlaggy particles á lá WW engine) and the SHP effects are also lagfree - as being rendered on the GPU instead of the CPU.

Zis ain't Westwood.
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xanax
Vehicle Drone


Joined: 14 Nov 2013

PostPosted: Sun Nov 27, 2016 8:55 am    Post subject: Reply with quote

HG_SCIPCION has recently updated his moddb page with these screenshots:

http://www.moddb.com/mods/enigma-sc/images/gradio-environment-concept-art#imagebox
http://www.moddb.com/mods/enigma-sc/images/openra-2016-11-25t001318z-ingame#imagebox

The cliffs are just amazing.  Surprised

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Nov 27, 2016 11:57 am    Post subject: Reply with quote

This game (i can't call this a "mod") definitely raises the standards.
The 96x48 tile size is also very well chosen. The scaling and details of all the objects is great.

Excellent work Approved!  Applauses!

Concerning performance, i would be more worried about the size of the game.
Even the DTA ships (which are big for TD scale, but tiny in comparison with this) reach file sizes of 1-2 MB.
Units in that scale with 32 or more facings and then having move, stand, firing anims will quickly make a single unit reach 10mb or more. I just hope OpenRA can handle a big project with many assets that reach several hundred megabytes just for the unit graphics.


No clue why i haven't seen this earlier. PPMs new posts announcement logic needs improvement.
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Last edited by Lin Kuei Ominae on Sun Nov 27, 2016 12:05 pm; edited 2 times in total

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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Sun Nov 27, 2016 12:03 pm    Post subject: Reply with quote

Awesome work!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Nov 27, 2016 12:47 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
I just hope OpenRA can handle a big project with many assets that reach several hundred megabytes just for the unit graphics.


Non-terrain graphics are handled quite good, I doubt this will be the problem - I'm more worried about the terrain size longterm - see http://logs.openra.net/?year=2016&month=02&day=07#11:55:42 and http://logs.openra.net/?year=2016&month=06&day=10#14:47:26.
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