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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Jul 26, 2020 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Banshee
Supreme Banshee


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

PostPosted: Mon Jul 27, 2020 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread


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pchote
Rocket Infantry


Joined: 06 Feb 2015

PostPosted: Sun Aug 16, 2020 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread


Why 4k when you can 5k? (click image for full size)



Bonus godzilla

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Aug 17, 2020 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks like Remastered. oh, wait...

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pchote
Rocket Infantry


Joined: 06 Feb 2015

PostPosted: Tue Aug 18, 2020 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread


(click for full size)

I now have OpenRA loading and using the remastered sprites. This was actually quite easy - the much harder and more disruptive part will be redesigning and reimplementing all of the palette-based graphical effects to work in a RGBA-friendly way.

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pchote
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Joined: 06 Feb 2015

PostPosted: Sat Aug 22, 2020 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread




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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sun Aug 23, 2020 3:59 am    Post subject: Reply with quote  Mark this post and the followings unread

This is very cool indeed, I can see my workload increasing nowXD Well Done!

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pchote
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Joined: 06 Feb 2015

PostPosted: Fri Oct 16, 2020 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

#18728 adds full modding support for tilesets, which finally unlocks the capabilties for things like animated terrain tiles (which I have now also implemented for the remastered assets) and terrain autoLAT.




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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Mon Nov 30, 2020 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

look really cool! cant wait to try it. Very Happy

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pchote
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Joined: 06 Feb 2015

PostPosted: Wed Dec 09, 2020 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread


(click for full size)

After a long break to focus on finishing the next playtest, I came back to one of the last major missing features: dynamic player colours for skirmish/multiplayer.

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pchote
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Joined: 06 Feb 2015

PostPosted: Thu Jan 07, 2021 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread








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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Jan 07, 2021 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Looking good, loving the progression!

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pchote
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Joined: 06 Feb 2015

PostPosted: Tue Jan 26, 2021 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread



Back to TS, #19090 gives our map resources a long-needed overhaul and implements the logic for vein rendering and tiberium on slopes.

We also think we now understand the logic for the dynamic ice rendering, so an implementation for that will hopefully come soon.

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Jan 30, 2021 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very nice progress!

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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Wed Feb 03, 2021 12:39 am    Post subject: Reply with quote  Mark this post and the followings unread

very nice! looking forward to more. Smile

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Delirium..

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pchote
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Joined: 06 Feb 2015

PostPosted: Wed Feb 03, 2021 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fancy lighting, part two:




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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Feb 04, 2021 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can attest ORA supports some really smooth lighting, as it actually degrades per pixel (?) rather than per cell, so you don't get the blocky look. Also unlike vanilla, all objects are affected by it regardless of palette (though this can be disabled per sprite).

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pchote
Rocket Infantry


Joined: 06 Feb 2015

PostPosted: Thu Feb 04, 2021 12:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

The current lighting is actually half way between per-cell and per-pixel: the colours are calculated in the four corners of each sprite, and can vary linearly between them. This looks really good when sprites are small compared to the light source, but doesn't work at all for things like the Bright weapon flashes (this will need real per-pixel lighting, which will be a future part 3).

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Feb 04, 2021 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you fix the API inconsistency the Stance->PlayerRelationship change brought in on C# level for the next release? The check is internally still called HasStance. https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Game/Traits/TraitsInterfaces.cs#L79-L81

Also I'm really, really glad you added both count and value to INotifyResourceAccepted.OnResourceAccepted. I can see great potential for that one, because that allows modders to add additional resources via adding a player trait to hold storage, a widget or a SelectableBar to draw it out on the screen and consumer traits to utilize the new resource and using the Refinery trait just to offload. I don't know if you have thought about it before but you can probably cop out veins handling in TS as well via just relying on that interface in a followup. Either way, that PR as-is already holds great potential and I'm heavily impressed how elegant it became. Great job.

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"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 Feb 04, 2021 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Can you fix the API inconsistency the Stance->PlayerRelationship change brought in on C# level for the next release? The check is internally still called HasStance. https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Game/Traits/TraitsInterfaces.cs#L79-L81
Too late for the prep branch, but I filed #19129 to fix this on bleed (and we plan the next release cycle to be very short, so the difference hopefully won't matter much).

Thanks for the positive feedback on the resource changes Smile My longer term goal there is actually more ambitious, although I haven't yet worked out all the fine details: decouple resource storage from PlayerResources into its own trait that keeps resources as resources, and only converts to money when the player is trying to spend it. This will significantly reduce the amount of custom code needed by mods that want to implement multiple spendable resources, and means that things like the storage bars will just work for veins etc.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Feb 07, 2021 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Great Progress !  #Robot


#Jellyfish

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Feb 07, 2021 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

pchote wrote:
Too late for the prep branch, but I filed #19129 to fix this on bleed (and we plan the next release cycle to be very short, so the difference hopefully won't matter much).


This change provides no additional functionality, but atleast now it breaks the API for two releases instead of one. Good job.

_________________
"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
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Joined: 06 Feb 2015

PostPosted: Tue Jul 27, 2021 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have recently spent some time polishing up various issues with our depth sprite handling, and the engine side should now hopefully be complete for the needs of TS and RA2.]:



The long awaited support for vehicles tilting on slopes is finally ready:




IceReaper was also showing off (and hopefully doesnt mind me sharing out of context) some prototypes with 3d models:


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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Jul 28, 2021 8:07 am    Post subject: Reply with quote  Mark this post and the followings unread

pchote wrote:
I have recently spent some time polishing up various issues with our depth sprite handling, and the engine side should now hopefully be complete for the needs of TS and RA2.


Very well! Has it been tested on custom tile size yet?

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pchote
Rocket Infantry


Joined: 06 Feb 2015

PostPosted: Wed Jul 28, 2021 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

The depth code doesn't actually know anything thing about the tile size, so in some sense every tile is a custom tile size.

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Banshee
Supreme Banshee


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

PostPosted: Thu Jul 29, 2021 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great job with the slopes. Smile It seems to be working very well, although I have the feeling that the front harvester disappears momentaneously below the slope. Except for that, everything seems to be perfect. Nice job!

And this IceReaper's 3D models testing looks very, very promising!

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Tue Dec 14, 2021 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jan 11, 2022 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

The vehicle tilting broke aircraft shadows because they also tilt along due to your unlucky choice of -1 as disabled and 0 as default (and then exposing this setting only to Mobile, leaving Husk and Aircraft in the dust). It looks really jarring after one notices it.



The tinting rewrite also seems to drop the depth data on voxels. Sure, the previous tinting had issues as well, with the transparency layering and shadowleaking over when one stacked tintlayers over but now voxels are very susceptible to just glowing outright if one takes a brighter tint color and I feel I need separate tint colors for SHP and voxels to get everything right because what works for one breaks on the other and simply slapping an additional layer of transparent monochrome doesn't normalize the difference.

On the other hand, I was impressed that I was able to catch up the 2021 developments within a weekend and I didn't run into massive blockers beyond this (there's a promise I made to a few people in the community that periodically I play catchup even though I'm really not interested, but I just keep my word). I expected much worse considering how this Stance->PlayerRelationship change is ongoing (because there still isn't a release which has that API stabilized).

_________________
"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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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Thu Mar 17, 2022 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

The OpenRA MiniYAML Language Extension code named ORAIDE was recently released for Visual Studio Code and is still being improved.

Hovering over text in YAML files will (often) give helpful information:



Pressing Ctrl while hovering over text allows you to peek:



Clicking on text will go to the definition:



Same applies to weapon definitions:



Use the same editor to code traits in C# as it also allows you to jump into the Open Source code at any time:



There is even support for IntelliSense™



Upcoming features include mouse cursor definitions:



as well as map rules:



and color definitions:


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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Sun Jun 12, 2022 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread




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