Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Jul 29, 2015 4:33 am Post subject:
OpenRA's Tiberian Sun support progress.
Subject description: One vision.... improved with height and shroud support.
Hey everyone. I don't konw how many of you visits our OpenRA editing forums. Sometimes people progress some interesting materials related to their progress on the upcoming Tiberian Sun and Red Alert 2 mods for OpenRA, as well as other mods. There are two videos that are worth sharing here.
The first one shows the progress of the Tiberian Sun mod with the heightmap and shroud branches merged. It's a replay of an online match. Check it out (make sure video quality is in HD):
And that's certainly not the only interesting TS material that you may see. There is a mod called Crystallized Doom, which brings GDI, Nod, Forgotten and Cabal to the battlefield. The video below was taken with an older version of OpenRA:
Wow, that looks excellent.
I wasn't aware that OpenRA progressed so far already. Thanks for the post.
I guess the only thing that prevents other big mods to switch is the missing "game speed" setting. All other minor issues like helis on fixed flight level are surely soon fixed.
And damn, helis got rotors. How beautiful is that.
Also funny to see my old mech factory and super old cyborg factory in use. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jul 29, 2015 12:23 pm Post subject:
Spawner... for OpenRA?! It can enable UPnP.
I don't really see what's this fuss about game speed, you plan out your mod with a fixed speed anyway. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
Indeed. Fullscreen in-game lobbies for games with low player counts belong to 90s. Maybe it'd be okay with a windowed / fullscreen mode toggle when starting the actual game.
Although there's also other things, the client in DTA and TI handles automatic updates, settings, statistics etc. as well. It's likely a lot easier to make an external client like that instead of integrating it all into the in-game UI.
Graion Dilach wrote:
I don't really see what's this fuss about game speed, you plan out your mod with a fixed speed anyway.
When playing DTA and TI online I've seen many different preferences for game speed. Some prefer 30 FPS, some prefer 60 FPS, others prefer 45 FPS. It's also handy for singleplayer missions, since lowering the game speed makes many hectic missions easier. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jul 29, 2015 1:58 pm Post subject:
Why spawners when you can directly launch the game via clicking on a public server's link?! http://www.openra.net/games/
And then you only have to use the internal stuff for private games. It's also easier to maintain if everything is in the game, considering that this is written for more OSes in mind.
A spawner is only an acceptable solution, when you're hacking a closed-source executable (Ares, CnCNet), but I don't think you can justify it here. _________________ "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... QUICK_EDIT
Why spawners when you can directly launch the game via clicking on a public server's link?! http://www.openra.net/games/
And then you only have to use the internal stuff for private games. It's also easier to maintain if everything is in the game, considering that this is written for more OSes in mind.
Oh, I wasn't aware of that site. Still, a lot of people do play private games. Support for non-Windows operating systems is a good point though.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jul 29, 2015 3:07 pm Post subject:
The base mods are part of the game package - you update them with the game.
Usermade mods could hack around the content installer to make such happen, the code can be combined with the news ticker. _________________ "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... QUICK_EDIT
Some of us think the default speed is too slow, or too fast, I personally per the faster game speed setting(tiberian sun is not meant to take an hour for one match ,which it does on slowest) so game speed is needed. QUICK_EDIT
These are great news,indeed.I wish I could play OpenRA on my PC.Last tried I tried to play it,OpenRA crashed after I started it. _________________ I love playing old good Westwood games,especially Command & Conquer games. QUICK_EDIT
I have filed #8993 to track improvements for third party mod support. Note that this is for features that make it easier to use mods (e.g. installation and upgrades), not game features you might want to use in your mods (e.g. game speed). QUICK_EDIT
We now use palettes with pre-multiplied alpha for the Tiberian Sun stealth transparency effect. You will notice composition problems just like in the vanilla engine if you look closely especially with the construction yard crane overlay. It should be possible to blend the sprites and apply the opacity to the result. A similar problem is exposed by overlapping shadows. See https://github.com/OpenRA/OpenRA/issues/4164 and https://github.com/OpenRA/OpenRA/issues/6019 so if someone is skilled in OpenGL to fix this up, help is always welcome.
A small note:
In TS, cloaked objects don't cast any shadow. Here it seems the shadows are made more transparent.
Though not sure if this is really a problem or more like a nice graphical improvement. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Sep 15, 2015 2:02 pm Post subject:
Lin Kuei Ominae wrote:
A small note:
In TS, cloaked objects don't cast any shadow. Here it seems the shadows are made more transparent.
Yes. OpenRA always renders the shadows - which is pretty much based on RA1 way anyway. Asin, you have a shadow color on the palette and everything painted as that will be rendered as shadow, instead of TS's hardcoded "second-half-of-frames=shadow" system. Currently the TS mod defines #1 on the player palette as such and every sequence has a ShadowStart tag defined to imitate TS's setup though.
Also see https://github.com/OpenRA/OpenRA/issues/4164 about shadows. _________________ "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... QUICK_EDIT
I don't think the shadows make any sense. If they're still casting shadows it suggests the buildings are not invisible.
It makes sense you can only see "ghosts" of the cloaked objects as the owner or with detection because you know where they are the half-visible objects represent that, but if they casted a shadow surely everyone would see that shadow? It just breaks the illusion for me. Last edited by OmegaBolt on Tue Sep 15, 2015 6:32 pm; edited 1 time in total QUICK_EDIT
I kinda wish the transparency effect was only visible when you click on the stealth gen. I found it got a bit annoying playing entire games where ur base was translucent. Have the radius visible on the minimal though.
Much how the gap gen works in the RA games, only its stealth. _________________ QUICK_EDIT
I'm a bit divided with the shadows. On the other hand I agree with OmegaBolt that it breaks the illusion, but it also makes your own base and units easier to see. In TS I found it annoying to look at my own fully-cloaked bases, especially trying to find specific half-transparent infantry from a large cloaked base was annoying. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Another thing which annoyed me was our missing railroad track and tunnel top rendering so I added those. They are currently purely decorational, but imho that is far better than the black gaps also known from the zzattack cnc maps renderer.
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