The buildings for the most part look the same in the previews from the betas... it ain't EA's fault Westwood couldn't decide on one sun for the world. Jeeze. _________________ Victory! QUICK_EDIT
If you work and play a game a lot those inconsistencies become visible and annoying. We ship tons of pixelart overrides already for Red Alert 1 https://github.com/OpenRA/OpenRA/tree/bleed/mods/ra/bits contributed by the community. QUICK_EDIT
WW also gave things different shadows for the sake of visibility. If 90% of a shadow would be hidden by the object itself, then it can be better to give it a slightly different shadow.
In addition was WW a team with one person doing this and another doing that. There it can happen that the infantry responsible person/team didn't worked that close with the other unit/building teams, thus creating small differences. _________________ SHP Artist of Twisted Insurrection: Nod buildings
except of the misaligned buildings and overlays, this looks really promising. good work.
I hope you can give tiberium finally a good and reliable growing and spreading logic (not like in TS where it stops working after a while ingame). _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Wed May 14, 2014 4:05 pm Post subject:
Lin Kuei Ominae wrote:
except of the misaligned buildings and overlays, this looks really promising. good work.
The perspective is currently orthogonal as stop-gap solution until real isometry is finished, so we're currently concentrating on getting stuff in and leave offset-tuning for later. QUICK_EDIT
Oooooo, nice. All I can say is good luck dealing with height and such.
Not sure this applies as of course OpenRA is a completely different engine. But I remember in a WW interview/chatlog the dev's said one of the things they spent longest on (for such a comparatively small feature) to get working was high bridges! _________________ QUICK_EDIT
Not sure this applies as of course OpenRA is a completely different engine. But I remember in a WW interview/chatlog the dev's said one of the things they spent longest on (for such a comparatively small feature) to get working was high bridges!
We are probably leaving 3D terrain out for now as even isometry in the several experimental feature branches at https://github.com/pchote/OpenRA is still segfaulting for no apparent reason which is pretty much halting development. QUICK_EDIT
ztype isometry - I can totally enjoy TS provided the maps are pretty and the balance is right. Looks fun. I can not wait to sink my teeth into it. Y'all are doing God's work. _________________ Victory! QUICK_EDIT
We have made a lot of progress recently. The diamond shaped cells are now supported by the engine. Also Tiberium gathering with Voxel harvesters works. The shroud is rendered correctly as well.
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A new truly cross-platform ingame map editor has support for the new rendering capabilities.
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A lot of progress has been made to proper support of the isometric perspective.
Oh wow, this is a great accomplishment! Supporting TS on OpenRA seems like a great idea, and should increase the userbase and project count. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Jul 11, 2014 6:29 am Post subject:
Quite impressive. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
This is excellent. There are still some obvious things missing (building bibs, random terrain tiles using a-g filename suffix), but others are already even better than in TS (separate shadow rendering of voxel barrel on SHP titan, working fog of war).
One thing you should plan to improve is the size of the map editors "Terrain Tile Window". TS often has quite big tiles and with such a small window you are constantly scrolling around to find what you need. Better would be a complete separate window which you might even move on a separate monitor, so you can make it big enough to see all tiles in the tileset at once. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Fri Jul 11, 2014 8:04 am Post subject:
Is that woking for of war on the second screenshot? Can't wait for the RA2 mod... _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Will the Fog of War cause IEs here too? It wouldn't feel like TS without that.
Although I still think it's too bad that we can't use INI coding for OpenRA mods, it sure is starting to turn into something I'd definitely consider using instead of vanilla TS (or RA2) if I'd start a new mod.
One thing that would certainly be nice is if you could directly use existing TS maps in OpenRA (or at least convert them in a way everything including the map triggers are kept). That just might persuade some people that already have mods in progress to move their mod to OpenRA (as long as the YAML coding doesn't scare them off). _________________ QUICK_EDIT
Agree with the rest. Supporting TS(along with RA2) will be major. _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
Oooooo, nice. All I can say is good luck dealing with height and such.
Not sure this applies as of course OpenRA is a completely different engine. But I remember in a WW interview/chatlog the dev's said one of the things they spent longest on (for such a comparatively small feature) to get working was high bridges!
This is because they went so far in one direction, they would have had to totally redesign a aspect of the engine, and without the time to do so, they had to use what they had. QUICK_EDIT
Although I still think it's too bad that we can't use INI coding for OpenRA mods, it sure is starting to turn into something I'd definitely consider using instead of vanilla TS (or RA2) if I'd start a new mod.
We have automatic converters for legacy RA95 maps that define meta data with INI settings and the TS tilesets defined in INI files will also be converted automatically. You could make a wish at https://github.com/OpenRA/OpenRA/issues/new for importing legacy mods although that would be a bit more complicated. QUICK_EDIT
I may have missed this in the preceding discussion: Are you fundamentally against implementing an INI parser, or just against implementing one instead of your current parser? _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
just a funky idea. why not mod red alert perspektive ts and red alert 2? there's been mods that turned red alert into 3d or iso. the changed perspektive and old school look wouldn't be that bad for ts or ra 2 gameplay. jumpjets might look weird but apart from that... _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Sat Jul 12, 2014 6:26 pm Post subject:
This does not make any sense. Why would you turn a game with voxels and isometry in to game without that?
+ is is not possible due to something being added or removed. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Well square tiles vs isometric does effect gameplay, though it is entirely personal which one you perfer. I sort of like the simplicity of square tiles better. QUICK_EDIT
Can't think of much for an effect. Jumpjets might look weird and the hover mlrs "wobbling" might not work. deformable terrain that everyone hates might not work as well. besides that red alert is a sort of mix between top down and iso? _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
I may have missed this in the preceding discussion: Are you fundamentally against implementing an INI parser, or just against implementing one instead of your current parser?
There is already one. https://github.com/OpenRA/OpenRA/blob/master/OpenRA.Game/FileFormats/IniFile.cs In fact it was used exclusively in the past to parse an adapted RULES.INI, but that was abandoned years ago. The team at that time wanted Generales inspired modular traits and nesting. Therefore invented their own file format (YAML with tabs instead of spaces) which consists of indented key value pairs and nodes. I don't think this structure is possible with INI files. To be honest you here are the first ones who wish their familiar .ini format back. The engine was not designed with multiple rule formats in mind, so there would be some refactoring required. You can file a feature request at https://github.com/OpenRA/OpenRA/issues/new to get an assessment whether this is possible or wanted by the developer community. QUICK_EDIT
TS fog of war was a bit weird and fake. units could retaiate to hiden targets.
also I wonder will Movetoshroud=no units be able to to travel into it? _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Regarding Movetoshroud: we don't have that setting yet. Shroud/Fog does not effect whether a unit can travel somewhere. Solely the terrain is taken into account whether explored or not. QUICK_EDIT
I will almost certainly change my TS modding engine if OpenRA has working fog of war, a game changing feature. I haven't modded TS/YR for like 9 months purely because of lack of fog of war. QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Thu Jul 17, 2014 10:27 pm Post subject:
I clearely dupport INIs though I have nothing against YAML. Can't wait till RA2 goes live. BTW, do the different mods have the features of the other games (e.g. if I modded TS, would i have, say, RA chrono teleporting for ammo?) _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
We just released http://www.openra.net/news/playtest-20150118/ which focuses on Dune 2000 with the Sandworm and Carryall logic, but behind the scenes there has been a lot of progress towards more difficult Tiberian Sun features such as heightmaps:
As our current map editor is not able to render those we build us a new one from scratch using the in-game rendering engines:
that also has no problems rendering Voxels inside UI widgets:
Wow! I'm definitely looking forward for more TS features. If you could make the editor illuminate the map as it would appear ingame, that would be suberb. _________________
excellent work.
The pixel precise cellgrid preview is already showing much effort was put in accuracy (not comparable with the unclean grid of FinalSun)
That doesn't exclude this logic from being used in other projects as well right? Both would be also excellent for a TS based mod.
Matthias M. wrote:
behind the scenes there has been a lot of progress towards more difficult Tiberian Sun features such as heightmaps:
Do you also set a limit for the max height? TS has only 14 while anything above 12 is causing rendering bugs.
It would be very nice if OpenRA doesn't follows the same restrictions and leaves some more open modding capabilities for future mod projects.
Matthias M. wrote:
As our current map editor is not able to render those we build us a new one from scratch using the in-game rendering engines:
Using the engine itself as map editor is a very nice move, which surely helps even more in future.
Being able to edit a map, add scripts and triggers and then just press a [Play] button to instantly see if the scripts/triggers work as intended would save a lot of time. (unlike a separate editor where you constantly have to switch between editor and game, load the map, go to the point check the triggers, go back to editor etc)
As Crimmy mentioned, a lighting preview would be excellent too. Also of the placed lightposts etc.
Matthias M. wrote:
that also has no problems rendering Voxels inside UI widgets:
That could offer a whole new way to design the ingame UI too. No static icon anymore, but rotating 3D VXL previews. Though maybe a bit too performance heavy when many units need to be rendered at the same time just for the UI.
On the other hand is the fixed number of about 10 icons nothing to the possible 100 units on the battlefield. _________________ SHP Artist of Twisted Insurrection: Nod buildings
LKO you can use the spawner to instantly load into the map as spectator or w/e. Then you can add a shortcut to your taskbar or w/e and you have a 'play' button. ;-*)
Create a spawn.ini file and create a shortcut which runs the game exe with -SPAWN as argument. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jan 20, 2015 5:49 pm Post subject:
Since rules gets read during map loading, you do not need to restart the whole after some changes, just the game session. _________________ "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
That doesn't exclude this logic from being used in other projects as well right? Both would be also excellent for a TS based mod.
All the traits are shared and can be dynamically loaded so you can also have a Carryall in TS lift Tibeirum harvesters.
Lin Kuei Ominae wrote:
Do you also set a limit for the max height? TS has only 14 while anything above 12 is causing rendering bugs.
We have not hard-coded any max height, but we currently have rendering bugs on all heights especially with shroud and building placement. Yes, there is a reason we have not published something yet for the players to test.
Lin Kuei Ominae wrote:
As Crimmy mentioned, a lighting preview would be excellent too. Also of the placed lightposts etc.
We don't have lightning implemented yet, but at the current state of my in-game map editor everything is rendered as it will look like in the game including idle animations or low-power overlays which is quite nice to check if destroying that power plant will impact a base.
Seeing as the title does include RA2 and this thread is only ~2 months old I'm going to self-plug my unofficial RA2 mod for OpenRA and hopefully generate more interest and show off a bit more of what the engine is capable of. QUICK_EDIT
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