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OpenRA Playtest 20150808
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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Sat Aug 08, 2015 4:03 pm    Post subject:  OpenRA Playtest 20150808
Subject description: Preparing for a new stable release
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Numerous new features, fixes, and performance improvements make this a significant improvement over the last playtest and the June release.

A few long-standing performance issues that caused significant lag spikes in the mid to late game have finally been addressed. As part of this work, the AI has become a lot smarter about base building, uses support powers more reliably, and harvesters are less likely to become stuck.

Music playback has received quite a lot of changes. Map authors now have much greater control over music, including the ability to specify default (starting) music as well as custom victory and defeat tracks.

Other changes include:

    Spies in the Red Alert mod have received a major overhaul, making them much more useful.
    Paratroopers can now be selected and given orders before they land.
    Two new single-player missions have been added, Soviets 04a and 04b.
    Single-player missions have been polished, and Allies 05 has received a new ultra-hard difficulty.
    Mission replays can again be viewed through the replay browser.
    A warning message is now given when a server admin selects a map with custom rules.
    Range circles are now visible to allied players and spectators.
    Players can now hide the in-game UI (using a hotkey, bound to Ctrl+Shift+H by default).
    We now support installing game content from The First Decade DVD.


Of interest for modders and mappers will be the addition of new Lua API functions. Disguising spies, capturing or infiltrating units and buildings using scripting is now possible. Other newly available functions can be used to play arbitrary sound files, flash the screen, and control the new palette effect trait.

Lot's of bugs and annoyances have been fixed:

    A number of crashes have been resolved.
    The score screen can now be closed to have a look at the battlefield after the match.
    The ‘Options’ button will no longer blink without reason in skirmish maps.
    The duration bar on chronoshifted units in the Red Alert mod is no longer visible to enemy players.
    The aircraft and helicopter cruise altitude in the Red Alert mod has been increased again.
    The unit duplication crate bonus has been removed from the Tiberian Dawn mod.
    For all the gritty details check out the full changelog.


Grab the installer for this playtest from the download page and give it a try!



The game will warn players in the lobby when the host selects a map with custom rules. This should help combat the small number of dishonest players who adjusted rules to their advantage.



Infiltrating an enemy production building with a spy will let you build veteran units.



Allied players and spectators can now see the range circles from units and buildings.




New Lua API functions can be used to simulate simple weather effects.

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Aug 09, 2015 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Just wondering. Will there also be a version that doesn't change the original balance / gameplay? As in: not adding things that originally belonged to one side to the other?

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Sun Aug 09, 2015 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

The classic mods died off at C&C/RA, and noone is interested in recreating them developer side.

The D2K mod is planned to be reverted to orig D2K based, with Bolt being the coordinator of that. The current state of the TS mod is far away to consider balance an issue.

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Dutchygamer
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PostPosted: Sun Aug 09, 2015 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I assume it is easier to make a mod that reverts the game(s) to the original balance (or lack of, depending on your view)?

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Graion Dilach
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PostPosted: Sun Aug 09, 2015 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you successfully convert over the Speed and the spread stats, then probably yes.

Although there's one serious difference between the two games - bullets does not track. Notsure how RA1 behaved, but this means tanks can miss moving targets in TS.

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"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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=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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Dutchygamer
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PostPosted: Sun Aug 09, 2015 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I more meant the TS/RA1 mods. For TS I have no clue what has been changed balance-wise seeing as there has not been a public release yet #Tongue

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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Sun Aug 09, 2015 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread


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EVA-251
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Also Known As: evanb90
Joined: 20 Feb 2005
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PostPosted: Sun Aug 09, 2015 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's fairly feasible, Dutchy. I've done it 3 times with RA (once erased by the overzealous installer, once fubar'd by an engine update), but you can bring back most of classic RA.

Spread/speed conversions aside, most of it is there.

Countries (in the RA sense, with just stat bonuses), Tech Levels, proper Yak strafing, nukes, starting unit counts are really what is missing, most of which is not terribly important.

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Blade
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Joined: 23 Dec 2003

PostPosted: Mon Aug 10, 2015 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

If you are looking at OpenRA to provide a drop in replacement for any of the WW games you are doing it wrong. For a start the engine is unrelated to the WW engines so some things won't be exactly the same no matter what you do.

Think of it more as doing an RA or TS total conversion mod to another game engine and then modding that mod with the extra stuff you want with the convenience that the engine uses some of the same graphics and sound formats.

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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Aug 11, 2015 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
If you successfully convert over the Speed and the spread stats, then probably yes.

Although there's one serious difference between the two games - bullets does not track. Notsure how RA1 behaved, but this means tanks can miss moving targets in TS.

RA1 happily missed fast units, I think the targetting logic just chose the spot on the ground at the point of firing...

Maybe I'm dreaming but as I recall bullet speeds were consistently faster than RA2 as well.

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EVA-251
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PostPosted: Tue Aug 11, 2015 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Later versions of the CNC engine (TS/RA2) had projectile "snapping" to a degree. If it got close enough to the target, it counted as a hit.

Everything in RA missed though, even missiles using "LaserGuided" as their projectile had horrible hit chances on moving targets. MiG/Longbow effectiveness vs units was crippled because of this. That's IMO the major difference between ORA/RA...Missiles in OpenRA basically never miss. Only way they don't hit is if the missile hits its maximum range

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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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SMIFFGIG
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PostPosted: Wed Aug 12, 2015 10:35 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Just wondering. Will there also be a version that doesn't change the original balance / gameplay? As in: not adding things that originally belonged to one side to the other?


I would love to see this

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blackhand1001
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Joined: 30 Oct 2005

PostPosted: Fri Aug 28, 2015 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Still waiting for a gamespeed slider. It doesn't even need to be changed during a match. Just make it able to be set in the lobby like CnC3 has. The current speed is just way too SLOW.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Fri Aug 28, 2015 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

This person here proves my point exactly different people have different game speed preferences.

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EVA-251
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PostPosted: Fri Aug 28, 2015 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

ORA is designed around RA's "medium speed" setting, IE action unfolding at 15 FPS. Nobody in their right mind played that slow. Faster was basically the universal setting for RA.

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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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Deformat
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Joined: 17 Sep 2007

PostPosted: Sat Aug 29, 2015 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
ORA is designed around RA's "medium speed" setting, IE action unfolding at 15 FPS. Nobody in their right mind played that slow. Faster was basically the universal setting for RA.


^this

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Speeder
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PostPosted: Sat Aug 29, 2015 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
ORA is designed around RA's "medium speed" setting, IE action unfolding at 15 FPS. Nobody in their right mind played that slow. Faster was basically the universal setting for RA.


lol, really? Very Happy

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Matthias M.
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Joined: 15 Jun 2012
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PostPosted: Sat Aug 29, 2015 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually our logic ticks every 40 ms which translates to 25 "FPS" although that shooter term doesn't really fit into RTS games with lock step model. This is pretty high for the genre and a reason we are so CPU intensive so the actual plan is to maybe lower it. https://github.com/OpenRA/OpenRA/issues/4753 It can be used to change but isn't identical with "game speed" as in unit movement and fire rate etc. though. See https://github.com/OpenRA/OpenRA/issues/7014 for thoughts about dynamic game speed.

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EVA-251
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PostPosted: Sat Aug 29, 2015 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
EVA-251 wrote:
ORA is designed around RA's "medium speed" setting, IE action unfolding at 15 FPS. Nobody in their right mind played that slow. Faster was basically the universal setting for RA.


lol, really? Very Happy

; ROF = delay between shots [15 = 1 second at middle speed setting]]
per rules.ini...

Frames, game ticks, whatever. Point is, compared to what the majority of RA players played at, ORA is noticeably slower in all respects.

That said, I actually do not mind the ROF/speed of ORA units. Build speeds are what irk me, which is actually fixable. (and something I have fixed in my Classic RA mod)

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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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Matthias M.
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PostPosted: Sat Aug 29, 2015 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Matthias M.
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PostPosted: Sun Aug 30, 2015 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

The latest http://www.openra.net/news/playtest-20150830/ received some stability fixes.

The spy induced veterancy overlay has also been polished to fit into RA95 style. The previous overlays will be used in the RA2 mod.



I won't post another news as I don't want to spam the frontpage with OpenRA announcements only.

Happy testing!

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blackhand1001
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Joined: 30 Oct 2005

PostPosted: Mon Aug 31, 2015 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Matthias M. wrote:
Actually our logic ticks every 40 ms which translates to 25 "FPS" although that shooter term doesn't really fit into RTS games with lock step model. This is pretty high for the genre and a reason we are so CPU intensive so the actual plan is to maybe lower it. https://github.com/OpenRA/OpenRA/issues/4753 It can be used to change but isn't identical with "game speed" as in unit movement and fire rate etc. though. See https://github.com/OpenRA/OpenRA/issues/7014 for thoughts about dynamic game speed.


I just want a setting that can be set at the start of the game. Once the game starts it can be locked to that speed for the entire round. That should be much eaiser to implement than the original gamespeed setting in Red Alert that could be changed in the middle of a round.

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Bittah Commander
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PostPosted: Mon Aug 31, 2015 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd also accept that compromise since it's definitely better than having no speed setting at all (which is unacceptable in my opinion and it's also one of the main things that's holding me off from trying OpenRA right now), but from my experience being able to change the game speed in the middle of a match is a also a very nice feature to have when playing missions.
When a mission gets very difficult, some players that normally wouldn't be able to beat it can then lower the game speed for a little while when there's a lot going on, while it might be unbearable to have to play that low speed from start to finish.

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Matthias M.
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PostPosted: Mon Aug 31, 2015 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

You don't need to argue with us that it should be done. It's not like there has been a design choice against it. Just implementing takes time and no one succeeded yet. https://github.com/OpenRA/OpenRA/issues/7014

This is a hobbyist project, not a game a million people bought for $$. I feel like people tend to forget it which is somehow de-motivating the team when those demands become quite harsh.

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Bittah Commander
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PostPosted: Mon Aug 31, 2015 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didn't mean to make harsh demands, but when developing a mod and choosing which engine/game to base the mod on (the main candidates being TS + spawner & client, YR + Ares and of course OpenRA), you have to weigh the pros and cons of the different engines/games and with the people that will actually play the mod in mind, it's just not practical to switch to an engine or game that lacks a feature that most people will need.

Especially for mod developers of an ongoing project the doorstep to make the switch to OpenRA can be steep and the offered features need to be worth the work it'll take to make the switch.


By the way, does a map converter for TS maps already exist? And if so, is it able to handle triggers and scripts or would those have to be recreated?

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Matthias M.
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PostPosted: Mon Aug 31, 2015 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Map import is always only tiles, overlays and actors. Use https://github.com/pchote/OpenRA/compare/ts-map-importer to make some experiments which should work on current development versions. We use Lua for scripting and don't intend on recreating the original trigger system for the moment. Some German students have been working on automatic Lua script generation from legacy triggers as part of their course work which is why the Tiberian Dawn campaign development progressed so fast.

The main con regarding RA2/TS derived mods for OpenRA at the moment is probably the completely missing depth buffer support. Cliffs will constantly produce visual glitches. A lot of code still isn't height map aware causing severe bugs. Not having support for high nor long bridges makes almost every official map unplayable. It seems a bit off to take the game speed slider as the main criterion which is "nice to have" but certainly not a requirement to deliver a polished product from a more technical point of view.

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pchote
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PostPosted: Mon Aug 31, 2015 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Adding a game speed slider or drop down that modifies the tick rate is easy, but we have deliberately chosen not to add it yet.  We have had big problems with the late-game performance and network latency, and running the game at a faster tick rate makes these problems worse (by a factor of the speedup).

If we added the feature in previous releases then the same people that have been asking for it are likely (and justified) to instead complain about the terrible performance.  We are focusing on improving perf *before* we add the slider, and have made big progress on that front for the next release.

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Bittah Commander
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Joined: 21 May 2003
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PostPosted: Tue Sep 01, 2015 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Matthias M. wrote:
The main con regarding RA2/TS derived mods for OpenRA at the moment is probably the completely missing depth buffer support. Cliffs will constantly produce visual glitches. A lot of code still isn't height map aware causing severe bugs. Not having support for high nor long bridges makes almost every official map unplayable. It seems a bit off to take the game speed slider as the main criterion which is "nice to have" but certainly not a requirement to deliver a polished product from a more technical point of view.

I did say "one of the main things", because it'd severely limit the target group for a mod and having fewer people play your mod after switching engines instead of more would be rather counter-productive.

Of course there's also issues I'm not aware of, but difference in height wouldn't be an issue for the mod I'm working on (DTA, which is linked in my signature), since it's a TS to TD and RA total conversion with many added features.
If we do make the switch, there's also a large number of maps to that would have to be ported over, including a good number of singleplayer missions and also co-op missions.
So from a more technical point of view, a switch of course won't happen until at least most of the mod's current features are supported and the maps can be converted converted accurately enough so that touching them up afterwards won't require an unrealistic amount of work.

I'm aware that it'll still take a while before OpenRA will meet all of DTA's demands (although it'll surely meet DTA's before those of any other public TS or YR mod, considering its nature), but as everybody knows, the TS engine does have its share of issues and I do hope that we can make the switch eventually while being able to keep most of our already created assets.

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Matthias M.
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PostPosted: Tue Sep 01, 2015 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

A flat isometric mod is probably already doable. We currently don't support TS ground level long bridges https://github.com/OpenRA/OpenRA/issues/8916 however that is #1 on my personal TODO list at the moment.

We can probably create a DTA multiplayer prototype pretty quickly. I offer my help in doing so. Building a RULES.INI to OpenRA MiniYaml converter might speed things up by getting the grunt work done which can be polished afterwards.

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Bittah Commander
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PostPosted: Tue Sep 01, 2015 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Such a Rules.ini to Yaml converter would indeed be useful; I'm up for having a go at making a multiplayer prototype when such a converter is made.
Mind that in DTA (and also several other TS mods) the gameplay is also affected by some code in Art.ini however, often by animations that do damage or by weapon warheads that spawn art.ini debris which spawns other damaging animations or more debris. So it might be necessary to convert (some of) the Art.ini code as well.
Matthias M. wrote:
We currently don't support TS ground level long bridges https://github.com/OpenRA/OpenRA/issues/8916 however that is #1 on my personal TODO list at the moment.

Admitably DTA doesn't use many ground level long bridges on its maps yet (I'm hoping that this'll change eventually), so losing these wouldn't be a huge issue for the time being.

The type of bridges that are used a lot in DTA however are "fake" high bridges, which exist entirely out of terrain and heavily depend on the tunnel system of TS.
Since all terrain in DTA is flat, the tubes (the code in maps that's normally used to create tunnels) are used to make units able to cross under these fake high bridges.

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^Rampastein
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PostPosted: Wed Sep 02, 2015 5:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
Mind that in DTA (and also several other TS mods) the gameplay is also affected by some code in Art.ini however, often by animations that do damage or by weapon warheads that spawn art.ini debris which spawns other damaging animations or more debris. So it might be necessary to convert (some of) the Art.ini code as well.

OpenRA is probably an improvement in this case as well; those effects could likely be integrated into the weapon / warhead code itself instead of relying on animation code.

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Graion Dilach
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PostPosted: Wed Sep 02, 2015 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

This is why I don't want to see an INI-YAML converter to be honest. Having such a tool would mean:
- modders try to use features before they grasp the basic engine because they'll rely on that converter - and if an error occurs, they'll blame the converter first
- modders would demand that all their crazy superhacks and workarounds would be converted on an 1:1 basis

Also, the result YAMLs from such a converter would be ineffective and bloated.

Modders should adopt to OpenRA coding when they decide to switch and converting the units over manually sounds exactly the way to gather the required expertise to mod efficiently.

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"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...

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^Rampastein
Rampastring


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PostPosted: Wed Sep 02, 2015 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Graion: Good point.

Regarding the game speed, I must say that it's not only important for modders, but it'd also improve the base game significantly. Right now I instantly feel like quitting when I see that I have to wait 50 seconds for a WF and 20 seconds for a single tank, plus the units also move slowly. The game right now is far, and I mean far, slower paced than classic C&C games typically were at their most popular game speeds (45-60 FPS). While you can increase unit speeds and such in the YAML, the low tick rate with fast objects could probably result in "jumpy" movement where objects move a lot between each frame (maybe you already do some interpolation to avoid this? I don't know).

Also, the key for scrolling the map should be adjustable. I'd rather have it like in TS (you can scroll by holding the right mouse key), since mouse wheels often don't tend to handle long-time pressure as well as typical buttons. If I played thousands of hours of intense OpenRA matches, I doubt that my mouse's scroll wheel would like it.

It also feels like the game is slow when responding to orders. When I for example order an unit to fire at something, the delay is much longer than in TS.

Targeting infantry is a pain too. While in WW C&Cs you only need to click the tile that the enemy infantry is standing on to fire at it, in OpenRA you need to point your cursor exactly on top of the enemy infantry, which takes far more precision.

I understand that a project like this takes a massive amount of work and so I'm not expecting to see improvements soon, but you can never have too much feedback.

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Matthias M.
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PostPosted: Fri Sep 04, 2015 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread

I have never heard of anyone complaining about click precision so that is new. You might want to make request for that at the bug tracker.

Experimental dynamic game speed is ready for testing at https://github.com/OpenRA/OpenRA/pull/9255

The automatic conversion tool will probably just do the simple stuff such as building foundations and offsets not the complex behavior and weaponry system, but that is a huge help already.

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pchote
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Joined: 06 Feb 2015

PostPosted: Fri Sep 04, 2015 1:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Matthias M. wrote:
I have never heard of anyone complaining about click precision so that is new.
This is far from new.  We have received various complaints about this going right back to the first releases of OpenRA.  They tended to be in the form of in-actionable "here's 35 ways that you're different to the original game" forum posts / news comments that we ignore.

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Fri Sep 04, 2015 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

However this one is a bit different and it might make sense as a comfort function to avoid miss clicks especially in high graphical resolutions.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Sep 04, 2015 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Matthias M. wrote:
You might want to make request for that at the bug tracker.

http://bugs.open-ra.org/ doesn't work.

I also second that it should definitely be possible to scroll around the map using the right mouse button, in the same way it works in TS (the way scrolling with the middle mouse button currently works in OpenRA is quite impractical because you need to constantly click and release the mouse button in order to scroll over long distances).

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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Fri Sep 04, 2015 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Sep 04, 2015 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just pulled OpenRA from the Github and compiled, but I can't find the gamespeed setting.

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pchote
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Joined: 06 Feb 2015

PostPosted: Fri Sep 04, 2015 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

It hasn't been merged yet.  You need to pull my fork and then check out my gamespeed branch.

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Sep 04, 2015 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

can't wait to see how the game faster this time. Smile

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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Sun Sep 06, 2015 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

We tried a developer test game and it works quite well on mid range hardware so I guess we can ship it. Playing on very fast speed is a bit ridiculous though. Hint: dogs and other units which have fast speed or attack rates become very powerful. =)

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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Sep 06, 2015 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I can assume speed is scaled by % rather than a global speed offset?

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^Rampastein
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Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Sep 06, 2015 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Matthias M. wrote:
We tried a developer test game and it works quite well on mid range hardware so I guess we can ship it. Playing on very fast speed is a bit ridiculous though. Hint: dogs and other units which have fast speed or attack rates become very powerful. =)

I'm curious: what do you consider "mid-range" hardware?

I guess I'll personally wait until the next playtest for the game speed option.

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sun Sep 06, 2015 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Truly I expect game speed just equal to ra2 "faster" speed not fastest. Since fastest is too fast for me to play.

But play with fast speed make player feel more active than current game for sure.

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Matthias M.
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Joined: 15 Jun 2012
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PostPosted: Sun Sep 06, 2015 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

You will be able to define your own game speeds in per mod configuration:

Code:
GameSpeeds:
   slower:
      Name: Slower
      Timestep: 50
      OrderLatency: 3
   default:
      Name: Default
      Timestep: 40
      OrderLatency: 3
   faster:
      Name: Faster
      Timestep: 30
      OrderLatency: 4
   fastest:
      Name: Fastest
      Timestep: 20
      OrderLatency: 6

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Sep 06, 2015 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Holy_Master wrote:
Truly I expect game speed just equal to ra2 "faster" speed not fastest. Since fastest is too fast for me to play.

Fastest isn't a pre-defined speed and can vary greatly between systems. In other words, Fastest in single player runs the game as fast as your system simply can. It can be 2000 FPS (I've actually achieved over 1500 FPS in TS), or it can be 10 FPS if your system is slow. Faster in single player is capped to 60 FPS.

For more information: http://www.ppmforums.com/viewtopic.php?t=35675

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