:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::

Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

The time now is Wed Jun 16, 2021 2:41 am
All times are UTC + 0
 Forum index » Modding Central » OpenRA Editing Forums
OpenRA Dev Blog
Moderators: Global Moderators, OpenRA Moderators
Post new topic   Reply to topic Page 3 of 3 [122 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: Previous 1, 2, 3
Author Message
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



Great to finally see the Harpy with rotors! (they look a bit small though..)
_________________

Back to top
View user's profile Send private message Send e-mail Skype Account
Banshee
Supreme Banshee


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



Oh, come on! I can't even drink the little beast below without recorded in these days. Laughing




j/k

Back to top
View user's profile Send private message Visit poster's website Skype Account
pchote
Grenadier


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

Back to top
View user's profile Send private message
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...
_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
pchote
Grenadier


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.

Back to top
View user's profile Send private message
pchote
Grenadier


Joined: 06 Feb 2015

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




Back to top
View user's profile Send private message
Mortecha
Commander


Joined: 30 Nov 2006
Location: 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!

Back to top
View user's profile Send private message Visit poster's website
pchote
Grenadier


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.




Back to top
View user's profile Send private message
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

Back to top
View user's profile Send private message Visit poster's website Skype Account
pchote
Grenadier


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.

Back to top
View user's profile Send private message
pchote
Grenadier


Joined: 06 Feb 2015

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








Back to top
View user's profile Send private message
SMIFFGIG
General


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!
_________________

Back to top
View user's profile Send private message Send e-mail Skype Account
pchote
Grenadier


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.

Back to top
View user's profile Send private message
DonutArnold
General


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!

Back to top
View user's profile Send private message
Ickus
General


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
_________________
Delirium..

Back to top
View user's profile Send private message
pchote
Grenadier


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:




Back to top
View user's profile Send private message
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).

Back to top
View user's profile Send private message Send e-mail
pchote
Grenadier


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).

Back to top
View user's profile Send private message
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.
_________________
"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

=======================
Semi-retired. Sometimes contributing, mostly just blurbing in.
Attacque Supérior (2010-2019) Valiant Shades (2019-?)
AS Discord server: https://discord.gg/7aM7Hm2

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
pchote
Grenadier


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.

Back to top
View user's profile Send private message
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
_________________

Back to top
View user's profile Send private message Send e-mail Skype Account
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

=======================
Semi-retired. Sometimes contributing, mostly just blurbing in.
Attacque Supérior (2010-2019) Valiant Shades (2019-?)
AS Discord server: https://discord.gg/7aM7Hm2

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Display posts from previous:   
Post new topic   Reply to topic Page 3 of 3 [122 Posts] Goto page: Previous 1, 2, 3
Mark the topic unread ::  View previous topic :: View next topic
 Forum index » Modding Central » OpenRA Editing Forums
Jump to:  
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You can 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


Powered by phpBB © phpBB Group

[ Time: 0.2111s ][ Queries: 11 (0.0164s) ][ Debug on ]