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OpenRA: A case of successful game engine.
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Banshee
Supreme Banshee


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

PostPosted: Mon Apr 02, 2012 5:11 am    Post subject:  OpenRA: A case of successful game engine.
Subject description: Awesome indie RTS engine that lacks a proper AI.
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Hola! I've reported a lot of attempts from community fans to create their own RTS engine to recreate C&C games free of charge in the past. The most successful attempt so far is definitely OpenRA.

Its engine recreates both Red Alert 1 and Command & Conquer 95. It's highly moddable and easy to switch between mods. You can edit its easily readable .yaml files with any text editor to create a new interface, factions, units, weapons.... etc. The game uses SHP graphics from .mix files that are hidden at the OpenRA directory inside My Documents.

If you play Red Alert with it, you can also fully customize your faction colours and even spectate matches if you desire. You can also select the teams from each player and play against 7 people online. The mechanism of choosing the start location of each player exists, although it is not very intuitive. You have to click in a start location at the minimap to add a player and click in a non-starting position in the minimap to remove the player. The game saves replays from all your matches and lets you watch them later.


The weak point of this engine (which is still in public testing stages and it has several work in progress features) is the artificial inteligence behind all units and enemy AI players. Harvesters have their natural ability to commit suicide by approaching enemy bases in a very risky way. It also enjoys collecting ore from distant places even if there is a lot of ore in your backyard. Sometimes, the harvester does not return back to the refinery, even if it is alive. Units are also not very smart when choosing targets to attack. It also attacks any close buildings making the use of engineers to conquer enemy buildings a much more complicated operation. AI players builds bases in a very weird way focusing too much in ore refineries. Of course, they are important, in the same way that base defenses, advanced power plants and other structures are important and are rarely built. AI sends one wave against a random enemy and the next wave stays on hold until the current wave is defeated. I mean, even if the AI base is attacked, the next wave is still on hold and it won't defend the base or the harvesters. Sometimes the existing attacking wave stops attacking the enemy when there is no target nearby, even if the enemy is still has a lot of units or buildings. I'm sure that the behavior of AI will get several improvements. In the latest public build, it has gained the ability to repair its buildings.

You can play with some of the AI settings at system.yaml. The problem is that the way it was designed makes it moddability very limited. It allows you to define the percentage of buildings and units that each AI will build and there isn't much more than that. A simple idea to improve it is to allow us to customize the number of each building and unit that AI should build (keeping the option of percentage). Customizable build order would also be interesting. Also, it should allow us to customize the number of waves that AI will build. The script types, task forces and AI trigger types seen in Tiberian Sun and Red Alert 2 are far more complicated to be implemented.





Anyway, the engine is excellent for multiplayer matches and it is growing a lot, getting several releases every month. The latest one came in the middle of the last month. Here's the changelog:


Quote:
Here are the changes since the previous release:

8 new community made RA maps
Base under attack notifications ('spacebar' focuses screen to last event)
New unit stance: Defend ('Z' cycles unit stances)
Improved aircraft logic
- Aircraft will assign themselves to empty airfields/helipads when returning to base
- Aircraft can now use ally airfields and helipads
UI Changes:
- New server browser for RA and CNC
- Changed layout of RA's mod chooser
Option to toggle the shellmap on and off
Added executable args:
- Join a server on game start up: Game.ConnectTo=ip:port
- Limit framerate: Graphics.CapFramerate=bool
Improvements to bots
- Bots now maintain aggro with players
- Bots repair their own structures
- Moved some bot configuration into system.yaml
Editor changes
- Menu item to set up default players in map editor
- Added dropdown in editor for choosing owner of new actors
Gameplay balance tweaks
- MiGs fire in bursts of 2 instead of 4, damage increased
- Longbows fire in bursts of 2 instead of 1
- Mammoth regenerates health differently (25hp/second, if 10 seconds since unit was last damaged)
- Tesla tank costs less, armor increased
- Flamethrower tech requirement lowered
- Minelayer (Anti-Tank) holds 3 mines instead of 5
- Submarine, Missile Sub and Stealth Tank have a 'HoldFire' stance by default
Many various tweaks, bug fixes and mod support changes
- Allow units to pass over both types of mines
- Helicopters bob in flight
- Game remembers last map played
- Team color pickers between CNC/RA mods were unified
- SpawnMPUnits initial unit is now configurable
- Added support for negative prerequisites
- Fixed a crash when playing with AI online
- Fixed a crash in the CNC lobby
- Fixed the writing of empty replays
- Fixed a bug with RepairableNear where ships would repair from anywhere




Head to OpenRA official site to download it and modify it. Have fun!

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Apr 02, 2012 5:12 am    Post subject: Reply with quote  Mark this post and the followings unread

They removed squashing and did not keep the Tech Center bug. Sacrilege and heresy, I say.

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Vladimir
Grenadier


Joined: 19 Dec 2004
Location: England

PostPosted: Mon Apr 02, 2012 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
They removed squashing and did not keep the Tech Center bug. Sacrilege and heresy, I say.


Removed squashing? Surprised

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Apr 02, 2012 8:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know why you'd actually want to keep the Tech Center bug...but removing squashing is unforgivable. Not even the ability to finally have high-res Red Alert can compensate for such insolence.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Apr 02, 2012 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Removed squashing, or haven't implemented it yet?

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Banshee
Supreme Banshee


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

PostPosted: Mon Apr 02, 2012 8:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I think squashing actually works, but it's harder to do because vehicles are slow and soldiers manage to avert.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Apr 02, 2012 8:50 am    Post subject: Reply with quote  Mark this post and the followings unread

At least the last time I played it, the possibility of crushing infantry simply wasn't there. I don't know if the engine supports it however, or is it just not implemented in their mods for design reasons.

With redesigned unit balance and no crushing, the name "OpenRA" is rather deceiving tbh.

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Vladimir
Grenadier


Joined: 19 Dec 2004
Location: England

PostPosted: Mon Apr 02, 2012 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Gotta love the squash sound effect.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Apr 02, 2012 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tech Center bug? Any explanation on that one?

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Anderwin
General


Joined: 16 May 2005

PostPosted: Mon Apr 02, 2012 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
At least the last time I played it, the possibility of crushing infantry simply wasn't there. I don't know if the engine supports it however, or is it just not implemented in their mods for design reasons.

With redesigned unit balance and no crushing, the name "OpenRA" is rather deceiving tbh.




nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo.-

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Vladimir
Grenadier


Joined: 19 Dec 2004
Location: England

PostPosted: Mon Apr 02, 2012 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

To be fair I didn't even know what the Tech Centre Bug is, can anybody enlighten me please?

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blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Apr 02, 2012 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

it is , constructing a tech centre -> selling it straight away BUT keeping all the units that come with the tech centre to build still, wich imo is a serious bug and renders the tech centre technically useless as all the tech costs half the price and the energy the tech centre would need is kept.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Mon Apr 02, 2012 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

If somebody could make Aftermath MP and TD Cov Ops MP with no added bullshit for OpenRA, it'd be ztyping nice. I LOVE the possibility of TD in massive resolutions with MP.

But no tesla tanks, demo trucks, and oddly placed tiers?

ztype that.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Mon Apr 02, 2012 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Volgin wrote:
If somebody could make Aftermath MP and TD Cov Ops MP with no added bullshit for OpenRA, it'd be ztyping nice. I LOVE the possibility of TD in massive resolutions with MP.

But no tesla tanks, demo trucks, and oddly placed tiers?

ztype that.


You know, you can easily alter the game with Notepad++.

Regarding MP, it's quite hard for a n00b user to be set up, but otherwise works iirc.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Apr 02, 2012 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deformat wrote:
You know, you can easily alter the game with Notepad++.

Regarding MP, it's quite hard for a n00b user to be set up, but otherwise works iirc.
Modding the game is a pain in the ass for anybody but a dedicated user/modder.

Code:
105mm:
   ROF: 70
   Range: 4.75
   Report: CANNON1
   Burst: 2
   BurstDelay: 4
   Projectile: Bullet
      Speed: 40
      Image: 120MM
   Warhead:
      Spread: 3
      Versus:
         None: 20%
         Wood: 75%
         Light: 75%
         Concrete: 50%
      Explosion: small_explosion
      WaterExplosion: small_splash
      InfDeath: 3
      SmudgeType: Crater
      Damage: 40

TurretGun:
   ROF: 30
   Range: 7
   Report: TURRET1
   Projectile: Bullet
      Speed: 40
      Image: 120MM
   Warhead:
      Spread: 3
      Versus:
         None: 20%
         Wood: 75%
      Light: 75%
         Concrete: 50%
      Explosion: small_explosion
      WaterExplosion: small_splash
      InfDeath: 3
      SmudgeType: Crater
      Damage: 60


Code:
[105mm]
Damage=30
ROF=70
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE

[TurretGun]
Damage=40
ROF=50
Range=6
Projectile=Cannon
Speed=40
Warhead=AP
Report=TURRET1
Anim=GUNFIRE

[Cannon]
Image=120MM

[AP]
Spread=3
Wall=yes
Wood=yes
Verses=30%,75%,75%,100%,50%
Explosion=4
InfDeath=3

Which is more efficient when you have 15 weapons sharing the same warhead and projectile, as in ANY CNC game, right down to the terribad CNC-4?

That's example 1. The second example is the missing tabulation in the TurretGun weapon entry. Maybe they fixed it, but when I modded, incorrect tabulation caused crashes. And the updates would often necessitate starting the mod over again.

All in all, it's still a great project but their vision of balance is just so wonky and contrary to the spirit of RA (Allied Hinds? bahahahah) and the modding requiring too much dedication to warrant continued usage. At least for me.

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Project Lead Developer, New-Star Strike (2014-)
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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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Apr 02, 2012 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

The point is, you don't play RA1 remakes for balance. You do it for a better GUI and better network connectivity.

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Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Mon Apr 02, 2012 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I LOVE the possibility of TD in massive resolutions with MP.


*cough* C&C95 1.06c *cough*

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Fri Aug 17, 2012 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

blubb wrote:
it is , constructing a tech centre -> selling it straight away BUT keeping all the units that come with the tech centre to build still, wich imo is a serious bug and renders the tech centre technically useless as all the tech costs half the price and the energy the tech centre would need is kept.


Tiberian Sun had also this Bug, it worse mostly used on XWIS =/

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Aug 17, 2012 10:32 pm    Post subject:   Reply with quote  Mark this post and the followings unread

OpenRA is great

but as Banshee points out, the AI is pretty poor. Along with a few other niggles. Furthermore afaik it hasnt implemented Aftermath stuff.

But hopefully it will keep being improved to the point that it is at least as good as the original RA1 Smile

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sat Aug 18, 2012 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

i really interest on Open Ra i even plan to make original rts game by using it ai and path finding isn't what i worry about but current game speed [not about performence but gameplay] and unit response rate still make me stay away to play it and lack of info UI. [i dont understand if they want to make UI similar to C&C3 why didn't add ability ui for unit] i take time for while just to find the way to deploy MCV that they change the key to "F" Confused

but what i accept this is the best OS 2d rts engine that someone ever done.

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Sat Aug 18, 2012 5:40 am    Post subject: Reply with quote  Mark this post and the followings unread

maybe they can integrate TS as Mod (Chisf had written in the IRC-Chat he is not going to... =/ maybe some others make this. Someone has already written an SHP-Reader what can Decode Mix-Files and SHP-File from TS The only thing what is missing... Programmers that writes an tileset-Engine (isometric) and Voxel-Support =/

AFAIK they has also a Mod for Dune 2000 buit the Sandworm seems to be missing =/ maybe he is Drunken or Sleeping... xD



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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Sun Sep 30, 2012 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does anyone know if it's possible to add new unittypes in OpenRA?

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Sun Sep 30, 2012 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

From chrisf himself:
Crushing is supported.
There is no plan to reimplement any bug, including the tech center bug.
We have some aftermath stuff already (msub,shok,ttnk) and are adding more in the next release (dtrk,ctnk).
There is a much better AI in the works.
Harvester AI has already been improved a lot since that post.

For any other questions come and join us on the official OpenRA IRC channel at: irc://chat.freenode.net/openra or goto the homepage of OpenRA at: http://openra.res0l.net/ for links to most related to OpenRA.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Mon Oct 01, 2012 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will they ever do a straight up vanilla RA1 mod with no 'balance changes' like heavy tanks needing radar and shit?

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Mon Oct 01, 2012 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

The developers of OpenRA never intended todo a identical replica of all the C&C1 or RA1 or Dune2K stats and stuff, its up to the users/community of OpenRA todo their own mods with that if they want it.

I have not been browsing the forum for OpenRA much so I dont know if anyone has made a mod to make it behave more like original RA1 or C&C (also I have been away from the OpenRA community for like a year and just came back to it yesterday). I also prefere the original way C&C1 / RA1 plays so dont think you are alone #Tongue

The game is highly modifiable, not all that is in C&C1 / RA1 can be done like it was in C&C1 or RA1 yet tho, but I am one of those who try to push the devs to make it work more like C&C1/RA1 for the things that dont work or is not friendly to modders. There is quite a number of things that needs fixing regarding this.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Tue Oct 02, 2012 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Seems like they kind of defeat their goal of creating an open-source version of a game by changing it around... it's just an engine which supports a loosely-RA like mod with a TD and Dune2k component.

Ah, a UMP would be wonderful for this. Sad

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Fri Jan 25, 2013 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you care about enemy AI development have a look at https://github.com/OpenRA/OpenRA/pull/2484 which adds some more dynamic reactions to them and does not trigger path finding all the time increasing performance a lot. It won't do any advanced tactics like handling dropship as the Starcraft AI does.

The harvesters have been tuned to harvest efficiently together https://github.com/OpenRA/OpenRA/pull/2241 Their AI only cares about mowing the ore fields fast. They currently have no "avoid enemy territory" or "flee from attacks" subroutines.

Your patches are welcome. Join #openra on FreeNode IRC and fork us at GitHub.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Fri Jan 25, 2013 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

For a dumb person, how does one install these AI buffs? I like OpenRA but... yeah, the AI is lacking, these would be nice to have.

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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Fri Jan 25, 2013 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread


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