Posted: Fri Mar 16, 2018 7:21 pm Post subject:
Is it possible to add new units to Dune 2000 with OpenRA
?????
Does anybody know --- I am playing Dune2000 and loving the engine, always wanted to mod this version of the game and even made some ice terrain for the original version ---
Does anybody know if it is possible to add new units and new terrain types to Dune2000 in open RA? QUICK_EDIT
RA1 Infantry e4 Flamer code
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To Dune Infantry list
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Copy his weapon aswell
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change prerequisiite
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THis gives me a flame thrower in dune?
1) Get the infantry sprite, projectile and fire explosion on the d2k folder (bits) or make the game read the ra1 mixes (mod.yaml)
2) Copy and adapt the rules, sequence and weapons code of the ra1 infantry on the d2k mod.
3) Survive the following crashtorm that might happen for doing the usual mistakes after doing steps 1 and 2. (protip, read exception messages)
4) Profit.
I feel like a dick for throwing such a short explanation but you havent given me any specific about the step you are on, or even the exception the game is throwing you. (documents -> openra -> logs)
You might get faster answers on the ORA discord btw.
Dasfonia wrote:
You need to read the documentation they provide, all your questions will be answered there.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Mar 20, 2018 11:55 am Post subject:
You do realize you're arguing with one of the most active ORA modders there, with years of ORA experience?
The thing is, most of the ORA modding guides are outdated and lag behind actual development/lacks critical info. If you want to get anywhere at OpenRA, you shouldn't really follow tutorials, just learn how to apply their knowledge and mindset alone, because it's the mindset what matters.
Traits can and do change, but the reason why do they work the way they are don't, and seeing these relations are how experienced ORA modders look at their tasks and whatnot.
Although OP has already shown signs of selective criticism, which gives me strong doubts about how he'd wander among the ORA logics. _________________ "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
Yeah, the devs have a policy of renaming stuff to make it more understandable when, in my opinion, its unnecesary.
Does it matter to me if the tag says explosions or explosion? WithSpriteTurret, WithStaticSpriteTurret? Weapon, ActiveWeapon? I dont really care, but the game does, and will ignore all the "explosion" data I input when its renamed to explosions.
While testing, we had lots of times when units stop working properly after an update, because of those renames, a dev might come in and say that I could use the auto update option but then that wont change my knowledge of the new traits, so I am just throwing the problem for later.
So yeah, sure, follow the tutorial, but if you need code, grab it from an existing mod. and also check this, when its not broken https://github.com/OpenRA/OpenRA/wiki/Traits _________________
I will get into modding this very soon - as MY GOD - even though the starport doesnt work correctly, and is just a factory, and the saboteur is now even more unusable than it was, and the thumper animation doesn't quite run the same - every other aspect of this game has pretty much been nailed, and improved upon (dune2k) and if it is possible aswell to add new factions, well then.
JESUS CHRIST
come this weekend, when i have some time -- and some beer --- i will try again to add this unit as a first step/investment towards potential dune2k expansion mod. QUICK_EDIT
The starport is a very complicated problem involving bulk unit delivery and its various eccentricities as well as the eccentricities of the fluctuating market and user interface thereof. It would be very exciting if someone got it implemented but I wouldn't plan on it happening anytime soon (especially given the already-present lack of manpower). QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu May 10, 2018 7:17 pm Post subject:
Nolt wrote:
Yeah, the devs have a policy of renaming stuff to make it more understandable when, in my opinion, its unnecesary.
I agree we've gone a bit overboard on that in the past, but I hope you agree that things have toned down a lot on that front.
And in cases were we do rename something, the upcoming update rule system should work more reliably than the old one did.
@Darkstorm: Yeah, if the starport was easy to implement, someone would have done so long ago. QUICK_EDIT
I like the debris effect Dune has when you destroy a building in the game. So I wanted to add the desbris to TD and possibly RA (whenever I get around to RA)
So my question is. How do I extract the SHPs from Dune 2000 files? It uses the R8 extension and I'm not familiar with editing this type of file. QUICK_EDIT
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