Posted: Sun Sep 13, 2015 3:10 pm Post subject:
OpenRA dday mod
I did some quick tests on how capable the OpenRA engine already is to support this mod:
Just like DTA the terrain works reasonably well as long as it stays flat.
As it also contains lot's of (decorational) actors it may be suitable for my auto-converter initiative. I just need to tweak my parsers a bit for Ares and RA2 .ini files. If you are interested I can supply you with the results. Your assets look great by the way! QUICK_EDIT
Thus far I've only added some D-day units to a RA1 mod to test basic things & get used to the codding system. I haven't done any work with the terrain so I would appreciate anything you could give me. _________________ QUICK_EDIT
Yes, I thought getting a new mod running isn't that easy now that our map editor is in-game, but to get in-game you need a shellmap that you can only creates from a GUI once you are in-game in the editor which create a vicious circle. Also the tileset importer relying on piping the output into a text file which is also not common practice outside Unix systems and the map import being only available in personal branches doesn't make things easier as well.
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