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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 20, 2017 7:01 am    Post subject: Reply with quote

This all sounds awesome.
The only little issue i've found is, that the deploying key is F and not D. I think ever since TD the default key to deploy units was d and it should be this way in OpenRA too imo.

F was introduced in RA1 as the formation move. Does something similar exist in OpenRA?
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Iran
Cyborg Specialist


Joined: 23 Mar 2011

PostPosted: Thu Jul 20, 2017 4:21 pm    Post subject: Reply with quote

pchote wrote:
Here's an advance preview of what we are planning to release this weekend OpenRA/OpenRAWeb#349.

Looks very cool.

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Matthias M.
Jumpjet Infantry


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sat Jul 22, 2017 8:36 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
F was introduced in RA1 as the formation move. Does something similar exist in OpenRA?

No, not yet, but it was wished a lot before https://github.com/OpenRA/OpenRA/issues/3880

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Matthias M.
Jumpjet Infantry


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sun Sep 10, 2017 6:45 pm    Post subject:   Reply with quote

and now that I implemented it https://github.com/OpenRA/OpenRA/pull/13885 nobody wants it.  Crying or Very sad

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cxtian39
Tiberian Fiend


Joined: 11 Feb 2016
Location: The United States of China

PostPosted: Tue Sep 12, 2017 11:23 pm    Post subject: Reply with quote

Wink In Ra3 you deploy/unload by pressing F
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Fri Mar 09, 2018 11:43 pm    Post subject: Reply with quote

Small update:

The next release will support, amongst other things:
- Polygon HitShapes (allows you to define an arbitrary hitzone)
- GIMP/JASC 8-bit palettes, including per-color alpha support (like those saved by OS Palette Editor, for example)

Both of which I consider potentially quite useful.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Mar 10, 2018 3:47 pm    Post subject: Reply with quote

Polygon HitShapes: This rotates with the unit, right? What's the default direction on which you would define the hitzone?
Is this a step towards multiple hitzones like front/back and side armor?

JASC sounds very useful, considering the 6Bit color limitation of the C&C pal format.
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Mar 11, 2018 12:13 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Polygon HitShapes: This rotates with the unit, right? What's the default direction on which you would define the hitzone?

Yes, it does. Not entirely sure what you mean with default direction, but in this case the X value stands for left(negative)/right(positive), while the Y value currently stands for front(negative, and yes I'm aware that's a bit unintuitive)/back(positive).

Lin Kuei Ominae wrote:

Is this a step towards multiple hitzones like front/back and side armor?

Not really, though it indirectly helps, of course (being able to set up arbitrary hitzone shapes, I mean).
We still need to make some changes to the way warheads work before we can finally implement per-hitzone-armor. It's on my agenda, but no ETA.

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pchote
Cyborg Soldier


Joined: 06 Feb 2015

PostPosted: Wed Mar 21, 2018 3:24 am    Post subject: Reply with quote

#14964 finally implements the long-delayed (I first outlined this plan more than two years ago) mod update infrastructure.  The idea behind this new system is to provide modders with much more detailed information about what has changed, even if they don't want to automate the changes.  The new rules are much more robust to errors, and easier to write.

Here is a demonstration updating the RA Classic mod from release-20180218 to the current bleed version:

Code:
$ ./utility.sh --update-mod
--update-mod SOURCE [--detailed] [--apply] [--skip-maps]
Valid sources are:
   Update Paths:
      release-20180218
      release-20180307
   Individual Rules:
      SplitTurretAimAnimation
      RenameWormSpawner
      RemoveWithReloadingSpriteTurret
      RemoveWeaponScanRadius
      DefineSoundDefaults
      RemoveTerrainTypeIsWaterFlag


Code:
$ ./utility.sh --update-mod release-20180218 --detailed
Found 6 API changes:
  * RemoveTerrainTypeIsWaterFlag: Remove TerrainType IsWater flag
     The IsWater flag on terrain type definitions has been unused for some time.
     This flag has now been removed from the tileset yaml.

  * RemoveWeaponScanRadius: Remove Weapon ScanRadius parameters
     The *ScanRadius parameters have been removed from weapon projectiles and warheads.
     These values are now automatically determined by the engine.
     CreateEffect.ImpactActors: False has been added to replace VictimScanRadius: 0

  * SplitTurretAimAnimation: Introduce WithTurretAimAnimation trait
     WithSpriteTurret.AimSequence and WithTurretAttackAnimation.AimSequence
     have been split into a new WithTurretAimAnimation trait.

  * DefineSoundDefaults: Move mod-specific sound defaults to yaml
     Mod-specific default sound values have been removed from several traits.
     The original values are added back via yaml.

  * RenameWormSpawner: WormSpawner renamed and generalized to ActorSpawner
     The D2k-specific WormSpawner trait was renamed to ActorSpawner,
     generalized, and moved into the common mod code.

  * RemoveWithReloadingSpriteTurret: Remove WithReloadingSpriteTurret trait
     WithReloadingSpriteTurret has been superseded by conditions.
     The trait is switched for with WithSpriteTurret.
    

Run this command with the --apply flag to apply the update rules.


Code:
$ ./utility.sh --update-mod release-20180218 --apply
WARNING: This command will automatically rewrite your mod rules.
Side effects of this command may include changing the whitespace to
match the default conventions, and any yaml comments will be removed.

We strongly recommend that you have a backup of your mod rules, and
for best results, to use a Git client to review the line-by-line
changes and discard any unwanted side effects.

Press y to continue, or any other key to cancel: y

RemoveTerrainTypeIsWaterFlag: Remove TerrainType IsWater flag
   Updating mod... COMPLETE
   Updating system maps... COMPLETE

RemoveWeaponScanRadius: Remove Weapon ScanRadius parameters
   Updating mod... COMPLETE
   Updating system maps... COMPLETE

SplitTurretAimAnimation: Introduce WithTurretAimAnimation trait
   Updating mod... COMPLETE
   Updating system maps... COMPLETE

DefineSoundDefaults: Move mod-specific sound defaults to yaml
   Updating mod... COMPLETE
   Updating system maps... COMPLETE
   Manual changes are required to complete this update:
    * The default value for ParaDrop.ChuteSound has been removed.
      You may wish to explicitly define `ChuteSound: chute1.aud` at the following locations
      if the sound has not already been inherited from a parent definition.
       * rules/aircraft.yaml:3
      
    * The default value for Building.BuildSounds has been removed.
      You may wish to explicitly define `BuildSounds: placbldg.aud, build5.aud` at the following locations
      if the sound has not already been inherited from a parent definition.
       * rules/misc.yaml:272
       * rules/misc.yaml:293
       * rules/misc.yaml:315
       * rules/misc.yaml:331
       * rules/misc.yaml:349
       * rules/misc.yaml:506
       * rules/defaults.yaml:468
       * rules/defaults.yaml:707
       * rules/defaults.yaml:746
       * rules/defaults.yaml:841
       * rules/defaults.yaml:863
       * rules/husks.yaml:212
       * rules/husks.yaml:222
       * rules/husks.yaml:232
       * rules/husks.yaml:242
       * rules/husks.yaml:252
       * rules/husks.yaml:262
       * rules/husks.yaml:272
       * rules/husks.yaml:282
       * rules/husks.yaml:295
       * rules/husks.yaml:305
       * rules/husks.yaml:315
       * rules/husks.yaml:325
       * rules/husks.yaml:335
       * rules/husks.yaml:345
       * rules/husks.yaml:355
       * rules/husks.yaml:365
       * rules/husks.yaml:375
       * rules/husks.yaml:385
       * rules/husks.yaml:395
       * rules/husks.yaml:405
       * rules/husks.yaml:415
       * rules/structures.yaml:15
       * rules/structures.yaml:107
       * rules/structures.yaml:189
       * rules/structures.yaml:271
       * rules/structures.yaml:319
       * rules/structures.yaml:446
       * rules/structures.yaml:473
       * rules/structures.yaml:510
       * rules/structures.yaml:555
       * rules/structures.yaml:592
       * rules/structures.yaml:632
       * rules/structures.yaml:674
       * rules/structures.yaml:712
       * rules/structures.yaml:762
       * rules/structures.yaml:824
       * rules/structures.yaml:923
       * rules/structures.yaml:989
       * rules/structures.yaml:1084
       * rules/structures.yaml:1117
       * rules/structures.yaml:1154
       * rules/structures.yaml:1184
       * rules/structures.yaml:1287
       * rules/structures.yaml:1344
       * rules/structures.yaml:1473
       * rules/structures.yaml:1491
       * rules/civilian.yaml:64
       * rules/civilian.yaml:90
       * rules/civilian.yaml:109
       * rules/civilian.yaml:129
       * rules/civilian.yaml:145
       * rules/civilian.yaml:161
       * rules/civilian.yaml:178
       * rules/civilian.yaml:189
       * rules/civilian.yaml:200
       * rules/civilian.yaml:363
       * rules/civilian.yaml:385
       * rules/civilian.yaml:412
       * rules/civilian.yaml:476
       * rules/civilian.yaml:496
       * rules/civilian.yaml:516
       * rules/civilian.yaml:536
       * rules/civilian.yaml:578
       * rules/civilian.yaml:592
       * rules/civilian.yaml:606
       * rules/civilian.yaml:620
       * rules/civilian.yaml:640
       * rules/civilian.yaml:651
       * rules/civilian.yaml:665
       * rules/civilian.yaml:684
       * rules/civilian.yaml:702
       * rules/civilian.yaml:711
       * rules/civilian.yaml:720
       * rules/civilian.yaml:729
       * rules/civilian.yaml:746
       * rules/civilian.yaml:767
       * rules/civilian.yaml:784
       * rules/civilian.yaml:802
       * rules/civilian.yaml:818
       * rules/decoration.yaml:3
       * rules/decoration.yaml:15
       * rules/decoration.yaml:27
       * rules/decoration.yaml:39
       * rules/decoration.yaml:51
       * rules/decoration.yaml:63
       * rules/decoration.yaml:75
       * rules/decoration.yaml:87
       * rules/decoration.yaml:104
       * rules/decoration.yaml:116
       * rules/decoration.yaml:128
       * rules/decoration.yaml:140
       * rules/decoration.yaml:152
       * rules/decoration.yaml:164
       * rules/decoration.yaml:176
       * rules/decoration.yaml:188
       * rules/decoration.yaml:200
       * rules/decoration.yaml:212
       * rules/decoration.yaml:224
       * rules/decoration.yaml:236
       * rules/decoration.yaml:248
       * rules/decoration.yaml:332
       * rules/decoration.yaml:345
       * rules/decoration.yaml:358
       * rules/decoration.yaml:387
       * rules/decoration.yaml:395
       * rules/decoration.yaml:403
       * rules/decoration.yaml:411
       * rules/decoration.yaml:419
       * rules/decoration.yaml:427
       * rules/decoration.yaml:435
       * rules/decoration.yaml:459
       * rules/decoration.yaml:472
       * rules/fakes.yaml:17
       * rules/fakes.yaml:54
       * rules/fakes.yaml:89
       * rules/fakes.yaml:117
       * rules/fakes.yaml:138
      
    * The default value for Building.UndeploySounds has been removed.
      You may wish to explicitly define `UndeploySounds: cashturn.aud` at the following locations
      if the sound has not already been inherited from a parent definition.
       * rules/misc.yaml:272
       * rules/misc.yaml:293
       * rules/misc.yaml:315
       * rules/misc.yaml:331
       * rules/misc.yaml:349
       * rules/misc.yaml:506
       * rules/defaults.yaml:468
       * rules/defaults.yaml:534
       * rules/defaults.yaml:583
       * rules/defaults.yaml:707
       * rules/defaults.yaml:746
       * rules/defaults.yaml:841
       * rules/defaults.yaml:863
       * rules/husks.yaml:212
       * rules/husks.yaml:222
       * rules/husks.yaml:232
       * rules/husks.yaml:242
       * rules/husks.yaml:252
       * rules/husks.yaml:262
       * rules/husks.yaml:272
       * rules/husks.yaml:282
       * rules/husks.yaml:295
       * rules/husks.yaml:305
       * rules/husks.yaml:315
       * rules/husks.yaml:325
       * rules/husks.yaml:335
       * rules/husks.yaml:345
       * rules/husks.yaml:355
       * rules/husks.yaml:365
       * rules/husks.yaml:375
       * rules/husks.yaml:385
       * rules/husks.yaml:395
       * rules/husks.yaml:405
       * rules/husks.yaml:415
       * rules/structures.yaml:15
       * rules/structures.yaml:107
       * rules/structures.yaml:189
       * rules/structures.yaml:271
       * rules/structures.yaml:319
       * rules/structures.yaml:446
       * rules/structures.yaml:473
       * rules/structures.yaml:510
       * rules/structures.yaml:555
       * rules/structures.yaml:592
       * rules/structures.yaml:632
       * rules/structures.yaml:674
       * rules/structures.yaml:712
       * rules/structures.yaml:762
       * rules/structures.yaml:824
       * rules/structures.yaml:923
       * rules/structures.yaml:989
       * rules/structures.yaml:1084
       * rules/structures.yaml:1117
       * rules/structures.yaml:1154
       * rules/structures.yaml:1184
       * rules/structures.yaml:1287
       * rules/structures.yaml:1344
       * rules/structures.yaml:1473
       * rules/structures.yaml:1491
       * rules/civilian.yaml:64
       * rules/civilian.yaml:90
       * rules/civilian.yaml:109
       * rules/civilian.yaml:129
       * rules/civilian.yaml:145
       * rules/civilian.yaml:161
       * rules/civilian.yaml:178
       * rules/civilian.yaml:189
       * rules/civilian.yaml:200
       * rules/civilian.yaml:363
       * rules/civilian.yaml:385
       * rules/civilian.yaml:412
       * rules/civilian.yaml:476
       * rules/civilian.yaml:496
       * rules/civilian.yaml:516
       * rules/civilian.yaml:536
       * rules/civilian.yaml:578
       * rules/civilian.yaml:592
       * rules/civilian.yaml:606
       * rules/civilian.yaml:620
       * rules/civilian.yaml:640
       * rules/civilian.yaml:651
       * rules/civilian.yaml:665
       * rules/civilian.yaml:684
       * rules/civilian.yaml:702
       * rules/civilian.yaml:711
       * rules/civilian.yaml:720
       * rules/civilian.yaml:729
       * rules/civilian.yaml:746
       * rules/civilian.yaml:767
       * rules/civilian.yaml:784
       * rules/civilian.yaml:802
       * rules/civilian.yaml:818
       * rules/decoration.yaml:3
       * rules/decoration.yaml:15
       * rules/decoration.yaml:27
       * rules/decoration.yaml:39
       * rules/decoration.yaml:51
       * rules/decoration.yaml:63
       * rules/decoration.yaml:75
       * rules/decoration.yaml:87
       * rules/decoration.yaml:104
       * rules/decoration.yaml:116
       * rules/decoration.yaml:128
       * rules/decoration.yaml:140
       * rules/decoration.yaml:152
       * rules/decoration.yaml:164
       * rules/decoration.yaml:176
       * rules/decoration.yaml:188
       * rules/decoration.yaml:200
       * rules/decoration.yaml:212
       * rules/decoration.yaml:224
       * rules/decoration.yaml:236
       * rules/decoration.yaml:248
       * rules/decoration.yaml:332
       * rules/decoration.yaml:345
       * rules/decoration.yaml:358
       * rules/decoration.yaml:387
       * rules/decoration.yaml:395
       * rules/decoration.yaml:403
       * rules/decoration.yaml:411
       * rules/decoration.yaml:419
       * rules/decoration.yaml:427
       * rules/decoration.yaml:435
       * rules/decoration.yaml:459
       * rules/decoration.yaml:472
       * rules/fakes.yaml:17
       * rules/fakes.yaml:54
       * rules/fakes.yaml:89
       * rules/fakes.yaml:117
       * rules/fakes.yaml:138
      

RenameWormSpawner: WormSpawner renamed and generalized to ActorSpawner
   Updating mod... COMPLETE
   Updating system maps... COMPLETE

RemoveWithReloadingSpriteTurret: Remove WithReloadingSpriteTurret trait
   Updating mod... COMPLETE
   Updating system maps... COMPLETE

Semi-automated update complete.
Please review the messages above for any manual actions that must be applied.


The current PR only supports updating from the current release to the next release, but I would like to think that we can work backwards in the not-too-distant future and port the old rules from release-20171014 to release-20180218 to provide a supported update path for people using the Mod SDK.

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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Wed Mar 21, 2018 12:09 pm    Post subject: Reply with quote

And the script alone does all those descriptions? cool, this could potentially remove the barrier of entry that is git (because users have to use that to check all the differences between the old version and new)

The fact that it points at each individual line is gold, nice work.
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pchote
Cyborg Soldier


Joined: 06 Feb 2015

PostPosted: Wed Mar 21, 2018 9:26 pm    Post subject: Reply with quote

The split of automated vs manual changes is up to the person writing the update rule, but the standard that I will be pushing for is to automate the things that we know for sure are safe (e.g. renames or removals) and to report instructions and line numbers for anything else.  Having to babysit and undo unwanted changes made by the updater sucks for everyone.

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pchote
Cyborg Soldier


Joined: 06 Feb 2015

PostPosted: Sat Mar 31, 2018 1:30 pm    Post subject: Reply with quote

We have two cool new features to look forward to in the next release thanks to new first-time contributors.

@drogoganor added support for saving player colors in #14853, alongside preset color choices based on research from @piggy and others in #11248:



@joealam added support for mouse/keyboard selection in text fields in #14980:



These go to show that you do not need to be an experienced OpenRA developer to make meaningful improvements to the game.  Nowadays most of the interesting new features added to the engine come from people like these.

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EVA-251
General


Joined: 20 Feb 2005
Location: Somewhere in Michigan, I suppose.

PostPosted: Mon Apr 02, 2018 2:51 pm    Post subject: Reply with quote

I see the defaults can also be assigned by the modder. That's pretty nice.
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Project Lead Developer, New-Star Strike (2014-), RA Tweaked (2015-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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pchote
Cyborg Soldier


Joined: 06 Feb 2015

PostPosted: Wed Apr 04, 2018 7:44 pm    Post subject: Reply with quote

The poor support for updating mods was one out of two major issues that I had with OpenRA's modding capabilities.
The other was the lack of Linux packaging support in the Mod SDK, which I fixed over the long weekend with OpenRAModSDK#71.
This means that SDK-based mods can now automatically generate installers for Windows (both proper NSIS and "portable" bundles), macOS, and most modern Linux distros using the GitHub web interface and the magic of cloud computing.

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