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Matthias M.
Jumpjet Infantry


Joined: 15 Jun 2012
Location: Germany

PostPosted: Tue Sep 08, 2015 6:00 pm    Post subject: Reply with quote

DonutArnold wrote:
I like this feature. Does it cause any impact on performance?


It is very cheap to do those post render effects in OpenGL. Also the RNG and wind simulation is negligible in CPU performance.

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Phrohdoh
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Joined: 12 Feb 2015
Location: Texas, USA

PostPosted: Wed Sep 09, 2015 3:04 am    Post subject: Reply with quote

@DonutArnold it isn't light-weight but is certainly not a necessity.

Feel free to play around on your maps (or mod in general) to find the right balance for you and your audience.

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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Tue Sep 22, 2015 6:48 pm    Post subject: Reply with quote

Another thing which was often requested here by modders and also players everywhere was a variable game speed. Guess what, next version will introduce it:



Running the game speed at higher rates demands more performant code. I am pretty happy that some people knowledgeable in that regard especially https://github.com/RoosterDragon but also https://github.com/reaperrr et al. are measuring, identifying bottlenecks and patching those with huge success recently. Next release will ship another bunch of those. They are usually hidden in the changelog under the boring and very generic "Improved in-game CPU performance and memory usage." entry. However they dramatically effect how fluently the game feels, so a huge kudos to our tweaking crew.

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pchote
Cyborg Soldier


Joined: 06 Feb 2015

PostPosted: Mon Sep 28, 2015 10:23 pm    Post subject: Reply with quote

I figured that it was time to brush the cobwebs off my old z-buffer prototype.  Like the shroud stuff from page two, it will probably take a few months to reimplement it properly and get it merged (so don't expect to see it in our next release).  This will fix the issues that we have with units behind cliffs.




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Ickus
General


Joined: 25 Nov 2002
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PostPosted: Tue Sep 29, 2015 4:13 am    Post subject: Reply with quote

ohh very interesting rendering of TS terrain as a depth map?
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pchote
Cyborg Soldier


Joined: 06 Feb 2015

PostPosted: Tue Oct 13, 2015 9:47 pm    Post subject: Reply with quote

The first part of FiveAce's and SoScared's 12-hour OpenRA stream marathon is now up on youtube, and includes the first of several TS matches that they played on a development build.  The later parts should be available later in the week, and cover a couple of 2v2 / 3v3 matches.  These give a nice (and honest) overview of the current state of our TS mod.




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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 14, 2015 8:52 am    Post subject: Reply with quote

That is excellent.
You can clearly see a lot of work and effort went into this. Approved!

I think it's really time to abandon the old TS/RA2 engines and switch over.
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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Thu Oct 15, 2015 12:41 pm    Post subject: Reply with quote

The EVA Audio glitching how it allows sound to stop and play other over is pretty annoying (and embarrassing), should put in timed delay for EVA events or discarding if still playing current event or something...

Gameplay seems pretty laggy, could be just the network connection or recording itself.

Ion Cannon beam drawing logic is apparently still not done.

Else quite promising. Smile

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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Thu Oct 15, 2015 5:26 pm    Post subject: Reply with quote

Indeed the overlapping announcer voices are a long known problem. https://github.com/OpenRA/OpenRA/issues/4690

I was told it was network lag during the broadcast. A 1v1 with only humans should be playable without problems.

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Volgin
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Joined: 07 Mar 2009

PostPosted: Thu Oct 15, 2015 7:38 pm    Post subject: Reply with quote

OMG THIS LOOKS SO AMAZING.

Seriously, you guys are pushing the bar.  I just have to ask, have you thought about updating SOME of Westwood's old assets? Like GDI and Nod colored Mobile Sensor Arrays, so that Nod doesn't have GDI colored ones? Or a neutral looking MCV? Other than that, this looks amazing even if it's half finished.
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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Thu Oct 22, 2015 4:56 am    Post subject: Reply with quote

The third part has more Tiberian Sun and less network/stream lag:




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Ickus
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Joined: 25 Nov 2002
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PostPosted: Sun Oct 25, 2015 12:13 am    Post subject: Reply with quote

Shaping up nicely. and Doh! on the ice/bridge map. although limitations called for some creative strategies.  Keep it up Smile
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Oct 25, 2015 12:51 pm    Post subject: Reply with quote

I noticed a destroyable cliff that would've allowed the bottom-right player's units to leave the starting area and although I don't know whether this functionality has been implemented yet, they never even attempted to target the destroyable cliff.
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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Oct 25, 2015 1:23 pm    Post subject: Reply with quote

Destroyable cliffs are not properly converted atm.
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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Sun Oct 25, 2015 2:36 pm    Post subject: Reply with quote

Nope, destructible cliffs don't work yet. Here is the 4th part:





They are getting a lot of desyncs, because not everyone is playing the same version. Always make sure you are on the same commit when doing multiplayer matches from the changing development repository. To make sure type

Code:
make version


after fetching the source code from git.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sun Oct 25, 2015 3:42 pm    Post subject: Reply with quote

Shouldn't someone program the game itself to do the check for whether they are all using the same version, and then inform the players? Then maybe in the future it should just download the latest version automatically?

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pchote
Cyborg Soldier


Joined: 06 Feb 2015

PostPosted: Sun Oct 25, 2015 3:54 pm    Post subject: Reply with quote

It does, but it must be enabled first by running `make version` as matt mentioned above.  We don't automate it because that then adds unreasonable build dependencies (forcing people to install git, and then cloning the repo instead of using the zipball) for people who otherwise don't need them (i.e. aren't going to contribute patches or play online).

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sun Oct 25, 2015 4:06 pm    Post subject: Reply with quote

I don't know why this double posted.

Last edited by ViPr on Mon Oct 26, 2015 3:11 am; edited 1 time in total

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penev
Vehicle Driver


Joined: 28 Feb 2015

PostPosted: Sun Oct 25, 2015 6:11 pm    Post subject: Reply with quote

They were all playing a random development version, with some people deciding to use their own development versions.
Basically the version check failed because people decided to ignore proper versioning.

Eventually someone might decide that the game needs to be more ... human-proof and make it compare every single engine and mod file (which is the only other way to do it), but that's not really a priority (nor is it a very good solution).
Downloading the latest version automatically wouldn't help in this situation, because, like I said, the stream was running a specific development version that was intentionally half a day behind the latest (it was a 12-hour stream, after all).

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Mon Oct 26, 2015 1:48 pm    Post subject: Reply with quote

ViPr wrote:
I don't know why this double posted.


Smile Sometimes it happens to me. You shouldn't use back button after post something.
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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Mon Oct 26, 2015 7:58 pm    Post subject: Reply with quote

See also https://github.com/OpenRA/OpenRA/issues/7833 for an idea to make the whole thing even more fool proof.

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pchote
Cyborg Soldier


Joined: 06 Feb 2015

PostPosted: Thu Nov 26, 2015 9:43 pm    Post subject: Reply with quote

Newcomer teees has been hard at work implementing gates and the gate-like walls (firestorm and soon laser fences):




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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Nov 27, 2015 8:06 am    Post subject: Reply with quote

Impressive. The harvester pathfinding looks pretty smooth, although it takes a slightly longer curve on the last gate than what would be necessary. I also like how it stops on the third gate as if it bumped on it #Tongue

Also, it would be nice if you could configure whether the laser fence sections are destructible depending on whether they are powered on or off.
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Ickus
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Joined: 25 Nov 2002
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PostPosted: Fri Nov 27, 2015 10:50 am    Post subject: Reply with quote

Hehe harvester training course. ^^ Looking good! Are projectiles also intercepted by the Firestorm wall? Don't recall if that was the case in original TS.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Nov 27, 2015 11:18 am    Post subject: Reply with quote

Ickus wrote:
Hehe harvester training course. ^^ Looking good! Are projectiles also intercepted by the Firestorm wall? Don't recall if that was the case in original TS.


There's a flag in TS for projectiles called IgnoresFirestorm which, if set, allows the projectile pass through the Firestorm barrier. Otherwise they are instantly destroyed, and a plasma burst animation is played where the projectile vanished.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 27, 2015 12:20 pm    Post subject: Reply with quote

Funny that disabling the FSgenerator enables the FSwall. Smile

But progress looks really good.

I love that the gates open even a little bit before the harv reached the adjacent cell, thus reducing the time the harv has to wait for the gate to open. In TS it was completely useless to build gates, since they slowed down harvester way too much.
Best would be of course if units approaching to gates, make gates open in the exact right moment, so the unit doesn't has to stop at all (gateopendelay, unit distance and unit speed used for the calculation when to open the gate).

Are these red circles and yellow lines in the last gif, helper lines/circles from the map editor mode?
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Fri Nov 27, 2015 2:25 pm    Post subject: Reply with quote

Such a precalculation would get a lot of false positives though.

The red circles and the yellow lines are from the combat debug overlay, the red is the actor health circle (hitbox pretty much, radius can be customized but defaults to a cell wide and there's even a WIP PR to make it into other shapes, see https://github.com/OpenRA/OpenRA/pull/9800) the yellow is the height.

Yes, this same overlay shows lines at the FLH positions even and visualizes damages nowadays.
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penev
Vehicle Driver


Joined: 28 Feb 2015

PostPosted: Fri Nov 27, 2015 2:35 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Are these red circles and yellow lines in the last gif, helper lines/circles from the map editor mode?

They are a debug overlay showing the height at which stuff is blocked.
EDIT: I see GraionDilach explained that more thoroughly already.



Ickus wrote:
Are projectiles also intercepted by the Firestorm wall? Don't recall if that was the case in original TS.

Yes. In both the original and our TS.


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Matthias M.
Jumpjet Infantry


Joined: 15 Jun 2012
Location: Germany

PostPosted: Fri Nov 27, 2015 6:27 pm    Post subject: Reply with quote

Holy cow that looks amazing. When comparing the animation with http://cnc.wikia.com/wiki/Firestorm_barrier I assume we are missing a transparency blend mode for the output animation.

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pchote
Cyborg Soldier


Joined: 06 Feb 2015

PostPosted: Fri Nov 27, 2015 10:50 pm    Post subject: Reply with quote

Here's how it looks with BlendMode: Additive defined on the sequence:


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Nov 27, 2015 11:13 pm    Post subject: Reply with quote

Damn, that's beautiful. Note however that in TS, the plasma animation on the corners and junctions played randomly and a lot less often.
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Nov 28, 2015 1:03 am    Post subject: Reply with quote

Also, in TS you'll see red plasma animations whenever the firestorm wall blocks projectiles, on the exact spots where the projectiles are intercepted.

On a different note, I once read that Westwood originally intended to make the Firestorm defense like a force-field and I'm assuming they ended up implementing it as a wall because they couldn't pull it off as a force-field (well enough) with the original engine. It'd be nice if modders could implement the force-field if they want to.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Nov 28, 2015 7:00 am    Post subject: Reply with quote

Kind of like a Stealth Generator that casts an invincibility to all TechnoTypes inside the stealth field? That would certainly be a lot less hassle, unlike building walls.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat Nov 28, 2015 11:15 am    Post subject: Reply with quote

TS will follow the D2K mod's way - first trying to get close as much as possible to the WW gameplay then fix it's balance, and not during the reimplementation phase.

The projectile blocking animation is likely possible, but I haven't seen the code yet to be certain about it. The randomization rate of the firewall anim is also prolly simple.

If you don't like it, go mod it. That forcefield way is already possible for a good while now, exactly via reusing Stealth Generator's UpgradeActorsNear trait, but instead of granting a stealth upgrade around, the upgrade could grant invulnerability.
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penev
Vehicle Driver


Joined: 28 Feb 2015

PostPosted: Sat Nov 28, 2015 12:40 pm    Post subject: Reply with quote

What pchote forgot to mention is this is still a prototype.
Yes, the animations will probably play less often, and yes the impact animations will be there.

I very much doubt that we would (eventually) throw away the original Firestorm implementation for something different (force fields), but doing those would be pretty simple for any thirdparty mod based on TS (or not) even now, as GraionDilach said.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Nov 28, 2015 2:47 pm    Post subject: Reply with quote

Matthias M. wrote:
Holy cow that looks amazing. When comparing the animation with http://cnc.wikia.com/wiki/Firestorm_barrier I assume we are missing a transparency blend mode for the output animation.


Yes, transparency cycler is what WW used on it (in openra it would be 75-50-25 alpha cycler per sequence length)

Might be most appealing combine additive blending with transparency.

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penev
Vehicle Driver


Joined: 28 Feb 2015

PostPosted: Sat Dec 05, 2015 10:35 pm    Post subject: Reply with quote

For the sake of completeness, here are some laser fences Smile


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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Dec 05, 2015 11:37 pm    Post subject: Reply with quote

Nice progress. Is it also possible to power down individual laser fence posts to allow the laser fence to function like a "manual gate" like in TS?
Also, it'd be nice if modders could make this happen automatically so that the laser fence always automatically turns itself off whenever a friendly unit tries to move through it (and of course have it turn itself on again after the unit is through).
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Dec 06, 2015 12:54 pm    Post subject: Reply with quote

Seems it is possible to make an IFV in ORA!

It involves long amounts of yaml code, but basically you can use the upgrade system to enable or disable certain weapons and turrets on a unit. Each infantry grants the upgrade as a passenger (if this unit had more cargo slots it'd actually activate two weapons/turrets at once).

View the code.

You can define as many turrets in the art as you want.




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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Dec 06, 2015 4:06 pm    Post subject: Reply with quote

I thought cargo cannot grant upgrades at the moment. This also does not have proper eliteweapon support - such would act that besides granting the turretchanger upgrade, the passenger would also grant IFVMode*2 eliteweapon upgrades and building a table on the IFV like

N E eliteweapon upgrade amount
0 1 normal weapon
2 3 machinegun
4 5 engineer

etc.
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Dec 06, 2015 4:24 pm    Post subject: Reply with quote

Cargo can grant upgrades clearly, 'cause it works.
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penev
Vehicle Driver


Joined: 28 Feb 2015

PostPosted: Sun Dec 06, 2015 6:12 pm    Post subject: Reply with quote

Quote:
Also, it'd be nice if modders could make this happen automatically so that the laser fence always automatically turns itself off whenever a friendly unit tries to move through it


Laser fences, Firestorm and gates all use the same logic (are basically the same to the engine), so yes, should be quite possible. Wink

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Mon Dec 07, 2015 12:17 am    Post subject: Reply with quote

Graion Dilach wrote:
snip


I'm kinda stupid. A more reliable way to have a scalable IFV with eliteweapon support would be to use the passenger upgrades to upgrade the turret image and AttackTurreted, with each IFV mode using their own Name tags on the respective Armaments/AttackTurreted (like how AttackGarrisoned works) so the weapons only need to have a single eliteweapon upgrade.
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Matthias M.
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Joined: 15 Jun 2012
Location: Germany

PostPosted: Wed Jun 22, 2016 8:33 pm    Post subject: Reply with quote

We now have several OpenRA.Utility.exe commands to convert the original rules, which makes a mod port from TS and RA2 a lot quicker:

Code:

  --rules-import RULES.INI ART.INI
  Convert ART.INI and RULES.INI to the OpenRA rules definition format.

  --sequence-import FILENAME
  Convert ART.INI to the OpenRA sequence definition format

  --tileset-import FILENAME TEMPLATEEXTENSION [TILESETNAME]
  Convert a legacy tileset to the OpenRA format.


While tileset and sequence imports are mostly complete and accurate, the rules.ini converter gives a rough skeleton mostly setting up rendering traits. So the boring tasks are automated, but the ones which involve modder creativity on how to combine the traits into interesting gameplay are still left to the creative mind.

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Jun 23, 2016 7:13 am    Post subject: Reply with quote

I haven't seen how it really works, but so far, what I can say is that this is an excellent idea. Smile

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Matthias M.
Jumpjet Infantry


Joined: 15 Jun 2012
Location: Germany

PostPosted: Thu Jun 30, 2016 6:10 pm    Post subject: Reply with quote

I am currently very impressed by something that community member Marn recently created: https://github.com/Marnador/OpenRA-Marn-TS-Edition It is a mod of the OpenRA Tiberian Sun mod, but it is very brave and a lot more polished and interesting when directly compared to the conservative OpenRA port.





http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=19585 is the hidden thread where he does his announcements. I really like the visual polish.

We don't support height based terrain lighting, so he decided to do Tiberium glow with alpha blended SHP overlays which looks way better anyway.

The jumpjet locomotor is missing, so he just set them up as RA2 rocketeers.

Helicopters not transitioning smoothly between heights is hidden by speeding them up accordingly.

The GDI artillery and other units from the Firestorm addon have been added and the existing ones rebalanced towards more interesting multiplayer matches.

Many weapons have alpha blended lighting effects which looks gorgeus. You will see some stuttering in the video, but the next release will improve decorational effect performance a bit as not all entities will be checked during client sync tests.

The mod also contains garrisionable buildings done with some Lua hacks. This probably should be solved at engine level with a proper trait, but nonetheless it is a very creative solution.

To me Marn's mod is a glass globe into the future of OpenRA 2.5D modding.

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EVA-251
General


Joined: 20 Feb 2005
Location: Somewhere in Michigan, I suppose.

PostPosted: Thu Jun 30, 2016 10:46 pm    Post subject: Reply with quote

Absolutely incredible.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Fri Jul 01, 2016 7:20 am    Post subject: Reply with quote

It's just the beginning. Let's see where ORA modding will be in the next 3 years.

I mean, Ares needed IIRC such many to reach from 0.1 to 0.2 and start getting popular against NPatch. That's the stage ORA modding is at atm.
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Iran
Cyborg Specialist


Joined: 23 Mar 2011

PostPosted: Fri Jul 01, 2016 7:51 pm    Post subject: Reply with quote

Looking really cool.

The vehicle turning logic and movement is a bit off, the turning especially looks weird. The turning is really, really smooth.

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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat Jul 02, 2016 12:01 am    Post subject: Reply with quote

I sent pchote a long mail suggesting some locomotor mechanics/options, hopefully he's discussed the idea of implementing some of it...
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