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OpenRA Release 20160508
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xanax
Vehicle Drone


Joined: 14 Nov 2013

PostPosted: Wed May 11, 2016 9:05 pm    Post subject:  OpenRA Release 20160508
Subject description: New version of OpenRA
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The OpenRA developers are proud to announce a new stable release of OpenRA!

Development for this release started about six months ago, and in this time 50 developers contributed a total of 1,232 commits that added more than 14,000 lines of code.

So what has changed?

A lot of work went into fixing minor bugs and omissions to make the game experience more pleasant:

   - Nod units in the Tiberian Dawn campaign finally use their original silver coloring.
   - Starting a game after installing a map no longer causes the player to be kicked from the server.
   - The lobby color validator will no longer complain as much as it used to.
   - Walls now reliably stop bullets.
   - Husks blocking refineries can now be targeted and destroyed.

They have also added the much-requested feature to restart missions and skirmish games, but this does not yet extend to multi-player games. Furthermore, the minimap radar will now also make use of team colors if those are enabled. Health bars can be set to only appear when the unit is damaged. Finally, the “Fragile Diplomacy” option has been removed.

UI-wise, issues with the left-click orders have been fixed. Additionally, it is now possible to zoom using Ctrl/Cmd+Scrollwheel (the spectator view and map editor offer two additional zoom levels). Two new modifier keys allow disabling line-building of walls (hold Shift during placement) and canceling an entire build queue (hold Ctrl when clicking).

But besides all of that, the biggest changes have been under the hood of OpenRA. The developers have already addressed these topics in the playtest news posts [1] [2], and wiki pages covering them have been updated or written from scratch, but to summarize them again:

   1. The dedicated server is now a stand-alone executable, and dedicated servers no longer need to synchronize maps with the resource center. See the dedicated server wiki page for details.

   2. The map format has been updated, and the way that the game handles map upgrades has been changed. A wiki page has been created to describe the current map format.

   3. In order to allow for packaging mods into single “.oramod” files, it was necessary to introduce a number of changes to the mod.yaml metadata file. These changes, and the layout of the mod.yaml file in general, are now documented on the wiki as well.

If you are interested, the wiki also has the full changelog which lists all of the changes included in this release.

You can find the installer for your operating system on our download page.

We hope you will enjoy this latest installment of OpenRA!


Key Words: #OpenRA #News #Release 

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu May 12, 2016 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread


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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Thu May 12, 2016 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Can you pleaaaase allow gray/white/black? My mates and I usually use dark gray for Nod or Nazis or Bots, and it sucks not having those colors!

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Victory!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu May 12, 2016 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

There is a plan to drop out the color validator almost entirely, see #10906.

_________________
"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...

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pchote
Rocket Infantry


Joined: 06 Feb 2015

PostPosted: Thu May 12, 2016 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

My comment cloned from the original thread:

There are a few things from the Changelog that might interest modders:
  • The yaml merging bugs have finally been fixed, and the Inherits: tag can now be used in any yaml file.
  • Support for flipping artwork in sequences and enabling the horrible non-linear facing mapping used in the original TD/RA
  • Color definitions now use the standard HTML [AA]RRGGBB hex notation instead of H,S,L
  • Even more support for granting and consuming trait upgrades (search for "upgrade" in the traits list)
  • Fixed the AI doing dumb things with armed harvesters and flying MCVs
  • A new line-damage projectile for rail guns and the TS sonic tank weapon
  • Improved support for weird sound formats (VOC format and aud with non-standard sampling rates)
  • More TS-specific logic like gates, the sensor array line-circle thing, and units escaping transports when they die

The biggest technical change was pushing through a complete rewrite of our file loading code.  As well as significantly improving load times and memory usage, this let us add support for loading custom mods from '.oramod' (renamed zip) packages installed in the new custom mod directory.  This meshes well with the ability to declare dependencies on other mods, making it easy to create and ship mods that extend other mods without worrying about duplicating all the bits that you haven't changed.

There's still a few leftover bits of the filesystem cleanup that I hope to tackle for the next release, mainly related to the mod asset installation.  Once those are done we can finish moving the package and sound loaders to mod code, completing another major goal of ours (which is that the engine shouldn't care about the on-disk file formats, allowing mods to use any asset formats they want).

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Fri May 13, 2016 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Great work, always excited to see what happens with this project

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Singer-Songwriter Christie Isaac

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