Posted: Mon Mar 21, 2016 10:55 am Post subject:
Tiberian Dusk
Subject description: A recreation of the original TS mod Tiberian Sun Dusk For TS
Hello To all! I want to honor the original mod Tiberian Sun Dusk by redeveloping it for the Bleed branch of OpenRA's TS mod, and then when the branch becomes integrated into OpenRA's production branch, target production. Alot can be achieved, and the modding paradigm is superior. while also enabling skills used to develop TD, RA, TS and RA2 transferable to the OpenRA engine, so this is a natural progression of events and decisions.
So now that remains is that the opportunity is there and who would be interested to join and continue this fine mods legacy. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Mar 21, 2016 12:01 pm Post subject:
I'm already being busy with a lot (3) of TS/RA2-originated OpenRA mods, so at best I could only end up as being advisor or something like that.
Also I never played TSD.
But if you need some help, feel free hitting me up somewhere. _________________ "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
I do wonder the point, are you gonna make all new assets for it as TSD was pretty much left unfinished long ago by Judeau and I don't see him returning.
If this is just to port the old mod over, it isn't much of a goal. QUICK_EDIT
I do wonder the point, are you gonna make all new assets for it as TSD was pretty much left unfinished long ago by Judeau and I don't see him returning.
If this is just to port the old mod over, it isn't much of a goal.
Alot has happened in the time between when we all worked on this and now, and I don't think Jud in any way will return. Despite this, if he chose to return then he will return as the mod creator and head of the group that saw TSD come to be.
Regarding assets and design, absolutely not. Simply porting TSD to OpenRA would make for an unoriginal and uncreative project/mod. I couldn't agree more!! The goal would be to recreate the very essence of what TSD was designed to be, and combine that with how we wanted things to be, but couldn't because of the limitations of TS at the time, and then add new functionality available to OpenRA or mod specific functionality we choose to create.
Graion and Nolt - TSD will be an open source project and as such the link to the repo is this, there is nothing substantial there yet however https://github.com/skeights/OpenTSD you will need to know how to use Git though. It's basicaly a copy of the TS bleed branch until TSD specific progress is made. QUICK_EDIT
I had a look at http://www.moddb.com/mods/tiberian-sun-dusk to see what will await us, but the screenshots are a bit blurry. The reviews praised it for naval warfare (probably no problem there) and AI programming: You may be interested in the latest AI scripting done in Lua prototype https://github.com/OpenRA/OpenRA/pull/10946 which gives a lot of freedom, but is probably not as easy to handle as the configurable TS bots. QUICK_EDIT
I suggest you copy the whole OpenRA folder on that branch, otherwise your mod will become unplayable once the bleed updates too far from where you were.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Mar 21, 2016 10:40 pm Post subject:
Nolt wrote:
I suggest you copy the whole OpenRA folder on that branch, otherwise your mod will become unplayable once the bleed updates too far from where you were.
This is still better though, one should just symlink/checkout the repo into a bleed OpenRA repo (or with one which has the TSD folder added into .gitignore and then just rebase that single commit all the time). Or checkout the repo into the user folder since mods can nowadays go even there.
Although IMO remove the TS dlls and reference them from the TS mod directly. There's no point in copying them over.
Also Open Red Alert != OpenRA. OpenRedAlert succeeded into Hyper's and co. RA++ project in these days. _________________ "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
I had a look at http://www.moddb.com/mods/tiberian-sun-dusk to see what will await us, but the screenshots are a bit blurry. The reviews praised it for naval warfare (probably no problem there) and AI programming: You may be interested in the latest AI scripting done in Lua prototype https://github.com/OpenRA/OpenRA/pull/10946 which gives a lot of freedom, but is probably not as easy to handle as the configurable TS bots.
Don't forget that the mod was released 8 years ago. Naval warfare if I remember correctly was also a massive pain to do back then and the AI was relentless and brutal haha.
I suggest you copy the whole OpenRA folder on that branch, otherwise your mod will become unplayable once the bleed updates too far from where you were.
This is still better though, one should just symlink/checkout the repo into a bleed OpenRA repo (or with one which has the TSD folder added into .gitignore and then just rebase that single commit all the time). Or checkout the repo into the user folder since mods can nowadays go even there.
Although IMO remove the TS dlls and reference them from the TS mod directly. There's no point in copying them over.
Also Open Red Alert != OpenRA. OpenRedAlert succeeded into Hyper's and co. RA++ project in these days.
I still have to figure our the way to extract the ts file from my fork of OpenRA with full history in tact, but I prefer to have the mod file as a separate repo. I'll probably just create a batch file that does what this does https://gist.github.com/ssp/1663093 and then merge changes from the ts file into the mod as they get pushed.
blubb wrote:
aahh judeau, fine guy, man that was long ago.
He was a good man indeed, and aye, that was quite a while ago indeed. 8 years! QUICK_EDIT
I still have to figure our the way to extract the ts file from my fork of OpenRA with full history in tact, but I prefer to have the mod file as a separate repo.
Don't duplicate mod dlls! This can cause situations where the engine loads multiple copies of the same traits, which leads to obscure crashes that are not obviously related to this logic duplication.
You need to reference the existing TS dll from the TS mod, and then create your own mod dll for your custom logic. If you need to modify the logic of an existing trait in one of the DLLs you can copy it into your dll as long as you rename it. QUICK_EDIT
I still have to figure our the way to extract the ts file from my fork of OpenRA with full history in tact, but I prefer to have the mod file as a separate repo.
Don't duplicate mod dlls! This can cause situations where the engine loads multiple copies of the same traits, which leads to obscure crashes that are not obviously related to this logic duplication.
You need to reference the existing TS dll from the TS mod, and then create your own mod dll for your custom logic. If you need to modify the logic of an existing trait in one of the DLLs you can copy it into your dll as long as you rename it.
Thanks for the info pchote! This will be the first change I'll make:) Also love the work you guys have been doing. QUICK_EDIT
It allows you to do what you want - if you, say, add mods/opentsd into the .gitignore and commit it up to your own local skeights/OpenRA repo, you can rebase that one commit all the time, while still maintaining a separate repo for TSD. Although I'm not sure if you want to have your own DLL longterm, if yes, you'll have to come up with a headache á lá the RA2 mod. _________________ "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
I'll have a look, this is the most important thing to figure out before any mod progress gets made, I just need some time to look over it an understand it. QUICK_EDIT
https://github.com/OpenRA/ra2 also has established although not perfect, but a way on how to develop an OpenRA mod outside the main repository. The make scripts and Travis CI configuration files might give you some ideas how you can setup your own GitHub repository that tries to follow the development version of OpenRA. QUICK_EDIT
Also Open Red Alert != OpenRA. OpenRedAlert succeeded into Hyper's and co. RA++ project in these days.
We was only given rights to use the name, and we decided against it for the good of everyone after a long discussion with Matthias. We do not use any of the code base from OpenRedAlert.
blubb wrote:
aahh Judeau, fine guy, man that was long ago.
Judeau was a modding machine, but I do not miss the amount of EXCEPT.TXT files that guy would throw at me! QUICK_EDIT
https://github.com/OpenRA/ra2 also has established although not perfect, but a way on how to develop an OpenRA mod outside the main repository. The make scripts and Travis CI configuration files might give you some ideas how you can setup your own GitHub repository that tries to follow the development version of OpenRA.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Mar 23, 2016 5:36 pm Post subject:
Ehhhhhhhhhh... okay.
I understand Maeilander likes the RA2 way but I'll certainly avoid such messes entirely. And yes, I do believe RA2 became a mess in terms of management.
So have fun and good luck. _________________ "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
So I'm going to be arranging progress into monthly posts and have them contained in news postings on the main forum page. But am excited about this one and wanted to share it with you all immediately as it's the first unit created specifically for mod.
Model looks nice, and the conversion to vxl looks great, except it needs a little cleaning, as it has grey dots on the yellow texture, makes me want to start using the program again. _________________
Thanks man. I agree with you about the grey dots on the yellow texture. I'm assuming your mean 3dsMax? any modelling program is good as long as it can export into .3DS. QUICK_EDIT
Nah, I use 3dsmax almost everyday, I meant 3ds2vxl, getting those textures to look like on the scene is quite impossible for me, and making them look nice is hard already. _________________
Yeah, I remember trying to get models with high quality textures to look good by default, by editing the textures themselves and reducing the quality. I found that no matter what you do, you wont get a good quality voxel texture out of it as the difference in resolution between the voxel and the model texture it too great.
What I love about 3DS2VXL is that you can specify the length of the unit, so can always be sure that the voxel has correct proportions to the model, and you can make any unit conform to your scaling system.
Made some more progress today too, here's some sneak peaksXD
NOD helipad preview.png
Description:
I am going for a self contained design, where each building sits on a hollowed out concrete island/bunker filled with rooms and storage facilities. As well as inspirations from Renegade and those cool Micro Machine bases I had as a kid.
Thanks G-E It does have that cute toy like appearance to it.
Nolt wrote:
That shadow on the helipad dish resembles something very... dark knighty...
Lol, I didn't even notice until you mentioned it.
Here's the nod jeep straight off the press, VXL incoming. I keep the wheels transparent as they will be removed during the conversion. Wheels never seem to come out right so they will be done by hand in the editor.
I have also been playing around with various designs for war factories trying to establish ones for each of the factions, I like them all but am not completely set on them just yet.
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