Posted: Fri Sep 03, 2010 7:48 pm Post subject:
OpenRA is released!
OpenRA, an open-source project recreating the original CnC: Red Alert game, has been made available for download today. A complete rebuild from the ground up, this project preserves the feel of RA while modernizing the game's UI and features.
Downloads for the project can be found at the OpenRA homepage, as well as a link to other videos demonstrating support powers. QUICK_EDIT
Can someone put this in a zip package?
My security systems stop the many attempts of the installer to connect to other IPs and start the downloads. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Neat! although odd seeing some features for the RA not in the C&C version ? It's not with out flaws but really good at capturing the "good ole days." _________________ Delirium.. QUICK_EDIT
seems to be fun...
only things disturbing are the rightlick-commands and it seems to be slow...
other than that very nice _________________ just a simple logo by bricks @ raminator, on Flickr QUICK_EDIT
From what I can tell it's still an alpha version, but even then (considering this is obviously aimed at classic C&C fans), the right-click system is really awkward.
Also, the fact you can queue structures as well seems useful at first, but considering the second structure won't start building until you've placed the first, it's actually kinda pointless and you'll usually end up only queuing buildings by accident.
At the moment (for as far as I can tell anyways) you also can't build any defenses (the AI didn't build them either), the AI is completely worthless, drag-scroll doesn't work, keyboard shortcuts aren't configured like you'd expect them to be and the normal game settings (such as keyboard short keys, gamespeed, scrollrate, enable/disable fog of war, etc.) can't be configured anywhere yet either.
Once those issues have been taken care of however, I think this'll be really awesome to play _________________ QUICK_EDIT
Wow, this explosion of interest has come out of nowhere!
One small correction: There's nothing special about our latest release, we have been providing binary builds from the website for several months and the source code has always been available on github.
The internet hype machine actually picked a bad time to find us; we have recently merged several large features (the beginnings of a multiplayer ai, singleplayer support, a new production queue model) that have caused regressions in several areas (including the lack of defenses bug in ra that Bittah Commander mentioned - this has since been fixed).
If you're interested in the project, you can join us on on our irc channel, #openra on irc.freenode.net. If nobody is active, it probably means that we're all asleep (the main developers are based in NZ).
Our game engine is open source, runs on windows mac and linux, and is designed to be highly moddable. We also provide full modding tools including a map editor that can import original ra and cnc maps.
New developers are always welcome, join us on irc and we will help you get started!
Well, it's promising, but I don't really consider the right-click system a part of "modern" RTS UI. Also the map graphics are buggy, some basic keyboard shortcuts (ESC for Options for example) and settings (like Gamespeed, Scroll rate and the music player) are missing.
The best thing about being an open source game is that if you don't like something, you can write a patch to fix it
The `buggy map graphics' is intended, that particular map is an unfinished prototype. We offer a number of more polished maps in the map selector, or you can build your own
The other issues are all on our list of things to-do; we develop openra in our spare time so there's only so much we can do, particularly when there are more interesting and fun features to develop.
We realize that there are a number of areas which lack polish, which is why we haven't made an official release yet. The community has picked up on our normal alpha builds, with all of the issues that you can expect from alpha-quality software
and like it looks it has huge "modding" possibilities!
shouldn´t be too hard to merge the TD stuff with the RA stuff to something bigger with 4 sides, 5 different theatres, etc...
only things i tried myself was to make the transparent sidebar part green for td-mod(e) and replacing temperate theatre with something i´m doing for TDX
a nice addition would be some kind of editor that helps with the creation of code for the yml-files, like adding new countries/sides, units, etc...
Palkia323, can you post the contents of the crash log here, or on our irc?
On windows, its located in My Documents\OpenRA\Logs\exception.log QUICK_EDIT
ok...tried to play this on my netbook (EEEPC 901)
intel gma950 1024x600
1 gig of ram, 1,6 ghz intel atom
debug.log
Code:
Failed generating OpenAL source 30
Adding template (131,1) for bridge bridge1
Adding template (378,0.5) for bridge bridge1
Adding template (132,0) for bridge bridge1
Adding template (133,1) for bridge bridge2
Adding template (379,0.5) for bridge bridge2
Adding template (134,0) for bridge bridge2
Adding template (235,1) for bridge br1
Adding template (236,0.5) for bridge br1
Adding template (237,0) for bridge br1
Adding template (238,1) for bridge br2
Adding template (239,0.5) for bridge br2
Adding template (240,0) for bridge br2
Adding template (241,1) for bridge br3
Adding template (242,0.5) for bridge br3
Adding template (243,0) for bridge br3
Adding template (245,0) for bridge br3
Adding template (244,0) for bridge br3
Adding template (246,0) for bridge br3
Converting bridge at 36 81
Adding tile 36 81 for type 133
Adding tile 37 81 for type 133
Adding tile 38 81 for type 133
Adding tile 39 81 for type 133
Adding tile 36 82 for type 133
Adding tile 37 82 for type 133
Adding tile 38 82 for type 133
Adding tile 39 82 for type 133
Adding tile 40 82 for type 133
Converting bridge at 36 82
Converting bridge at 37 81
Converting bridge at 37 82
Converting bridge at 38 81
Converting bridge at 38 82
Converting bridge at 39 81
Converting bridge at 39 82
Converting bridge at 40 82
Converting bridge at 88 74
Adding tile 89 73 for type 240
Adding tile 90 73 for type 240
Adding tile 88 74 for type 240
Adding tile 89 74 for type 240
Adding tile 90 74 for type 240
Adding tile 91 74 for type 240
Adding tile 92 74 for type 240
Adding tile 89 75 for type 240
Adding tile 90 75 for type 240
Adding tile 91 75 for type 240
Converting bridge at 89 73
Converting bridge at 89 74
Converting bridge at 89 75
Converting bridge at 90 73
Converting bridge at 90 74
Converting bridge at 90 75
Converting bridge at 91 74
Converting bridge at 91 75
Converting bridge at 92 74
Converting bridge at 96 66
Adding tile 97 65 for type 237
Adding tile 98 65 for type 237
Adding tile 96 66 for type 237
Adding tile 97 66 for type 237
Adding tile 98 66 for type 237
Adding tile 99 66 for type 237
Adding tile 97 67 for type 237
Adding tile 98 67 for type 237
Adding tile 99 67 for type 237
Converting bridge at 97 65
Converting bridge at 97 66
Converting bridge at 97 67
Converting bridge at 98 65
Converting bridge at 98 66
Converting bridge at 98 67
Converting bridge at 99 66
Converting bridge at 99 67
exception.log
Code:
System.InvalidOperationException: GL Error
at OpenRA.GlRenderer.GraphicsDevice.CheckGlError()
at OpenRA.GlRenderer.GraphicsDevice.EnableScissor(Int32 left, Int32 top, Int32 width, Int32 height)
at OpenRA.Graphics.WorldRenderer.Draw()
at OpenRA.Graphics.Viewport.DrawRegions(World world)
at OpenRA.Game.Tick()
at OpenRA.Game.Run()
at OpenRA.Program.Run(String[] args)
at OpenRA.Program.Main(String[] args)
btw...
@ the banshmeister:
you should add a subforum for openra to the other games modding forum _________________ just a simple logo by bricks @ raminator, on Flickr QUICK_EDIT
ok...tried to play this on my netbook (EEEPC 901)
intel gma950 1024x600
1 gig of ram, 1,6 ghz intel atom
I'll quote myself from a post on cncnz
Quote:
We've had a few comments on performance;
Bear with us. Despite our 8-bit appearances, we make full use of modern computing resources. In our current state, a netbook just doesn't cut it with their tiny cpu caches and crappy intel graphics chips. We have some medium-term fixes in the pipeline to make things easier on lower spec'd machines, but we're developing this in our spare time so it may take a while.
In particular, the windows drivers for intel graphics don't support the parts of opengl that we use. You can fix the errors by installing the latest drivers from the intel website, but even then you would be lucky to get more than 4 or 5 fps.
We plan on writing a low-tech directdraw renderer at some point, which should make openra much more playable on netbooks and older machines.
We are working on a solution for a forum; probably a subsection on sleipnir's stuff. There will be an announcement on the website when this happens.
Quote:
I would like to see that to but i think first priority should be getting RA and CnC recreated compleatly before other games and logics are implemented
Actually, our first priority is working on the individual features that we each find interesting
We have had a working arrakis tileset for a while now, the only thing stopping us from building the d2k mod is reading the original unit artwork. I spent some time on this today, and can successfully dump about half of DATA.R8, but there are a number of issues to overcome still. As always, the code is available on github (pchote/d2k) if anyone has any insights into what i'm doing wrong with the file parser. QUICK_EDIT
In particular, the windows drivers for intel graphics don't support the parts of opengl that we use. You can fix the errors by installing the latest drivers from the intel website, but even then you would be lucky to get more than 4 or 5 fps.
Actually when I tested OpenRA yesterday I had about 10 fps with 7 AIs after I had built a full base. With a Core2Duo E6600 and a Radeon X1950 XT. The performance diagnostic thing in the left corner showed that every tick took about 100ms. I had no problems in the start of the game though.
For me it seems that netbooks aren't the only ones having performance problems with OpenRA. I haven't tested it on my other PCs yet though, but that is the most powerful one I have. I think there's still some things to optimize since it's an alpha version (and some of the debug features might also drain fps). _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Actually when I tested OpenRA yesterday I had about 10 fps with 7 AIs after I had built a full base. With a Core2Duo E6600 and a Radeon X1950 XT. The performance diagnostic thing in the left corner showed that every tick took about 100ms. I had no problems in the start of the game though.
Is that tick, or render? In either case that is unacceptably slow. On my machine (C2D T9600, GF 9600M GT) both render and tick are ~7ms after building a base. Can you join us on irc sometime? We would like to kill these performance problems, but it is difficult when our own hardware doesn't show any issues. QUICK_EDIT
I don't have mIRC installed (nor would I want to install it just for solving this problem), so I'll try to reproduce it and wait for your forums. If you want some logs I can upload them here though.
There are plenty more options for irc than just mIRC; the simplest is the freenode web client (works in your web browser) at
http://webchat.freenode.net/
Not much point joining at this hour though, it's most active at ~0500-0900 UTC.
I have a fairly good guess as to what is causing your perf problems, related to how we render ore/tib, building bibs and smudges. Sometime tomorrow I will post a test build that disables these. If this fixes your perf, it gives us a good starting point to fixing things properly. QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Sun Sep 05, 2010 6:54 pm Post subject:
pchote_openra wrote:
Actually, our first priority is working on the individual features that we each find interesting
We have had a working arrakis tileset for a while now, the only thing stopping us from building the d2k mod is reading the original unit artwork. I spent some time on this today, and can successfully dump about half of DATA.R8, but there are a number of issues to overcome still. As always, the code is available on github (pchote/d2k) if anyone has any insights into what i'm doing wrong with the file parser.
Fair enough, if your looking for help with Dune 2k the best place to ask would be over at Dune2k.com
There is no Dune Related forums here, and over at cnc-comm.com we have a board for the dune game but there are few other experts other than mr fibble unless Nyerguds has experiance with the game.(it been a bit since ive seen hyper over a comm's; hyper was working on the patch so may be able to enlighten you about the internal workings a bit more)
DaRTzO wrote:
I got a gf8800 , Q6600 overclocked, 4gb ram, 250gb seagates in raid 0
and it lags... on windows 7.
I’ve seen a similar reports for a systems using your specs (more or less) only using vista. Unfortunately for me, my better computer is almost identical - a gig of ram so I might be able to help with identifying this problem. _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
Silly question, dose it still use SHP's? and do you still have to replace units to add new ones? _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
We have had a working arrakis tileset for a while now, the only thing stopping us from building the d2k mod is reading the original unit artwork. I spent some time on this today, and can successfully dump about half of DATA.R8, but there are a number of issues to overcome still. As always, the code is available on github (pchote/d2k) if anyone has any insights into what i'm doing wrong with the file parser.
Should head over to http://forum.dune2k.com/, chap there is developing quite a few tools that should help you out, hes a good programmer too. MVI i think he goes by. QUICK_EDIT
Allow the viewport to scroll past the map edge to prevent ui from blocking buildings
Also, please read our FAQ. If you have any further questions feel free to ask them in our forum.
If you still see performance problems, please follow the instructions in the FAQ and post your performance logs. They will be very helpful for us to track down the cause of the problems. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Sep 06, 2010 1:09 pm Post subject:
Zengar_Zombolt wrote:
Silly question, dose it still use SHP's? and do you still have to replace units to add new ones?
It still uses SHPs, menu seems to use PNG.
OpenRA is just the name for the engine, RA1 and C&C1 are both technically just mods for it, so no, you don't have to replace units to add new ones anymore.
You can even make stuff like your own infantry and unit sequences, and you don't have to resort to exe hacking to change FLHs and so on. You could add every infantry and SHP units from TS and RA2 if you want QUICK_EDIT
I'm wondering: Shouldn't there be a modding section for this thing as well at PPM? After all, its CNC, and this is Open Red Alert, a open CNC game QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Sep 07, 2010 7:41 pm Post subject:
If Other Games Modding actually gets used to discuss OpenRA, then we may be able to consider the idea of adding a modding forum for it here. QUICK_EDIT
Silly question, dose it still use SHP's? and do you still have to replace units to add new ones?
It still uses SHPs, menu seems to use PNG.
OpenRA is just the name for the engine, RA1 and C&C1 are both technically just mods for it, so no, you don't have to replace units to add new ones anymore.
You can even make stuff like your own infantry and unit sequences, and you don't have to resort to exe hacking to change FLHs and so on. You could add every infantry and SHP units from TS and RA2 if you want
I wonder if the engine suports the multilevel terrain from TS etc. Would be interesting how customisable it could be (for someone that knows how to program its probably possible to do anything). QUICK_EDIT
You cannot post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum