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OpenRA Playtest 20150524
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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sun May 24, 2015 4:35 pm    Post subject:  OpenRA Playtest 20150524
Subject description: Debut of the all new in-game map editor
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It has been a month of busy development at OpenRA. Time to get back to testing!
The major changes this time around include:
  • A whole new in-game map editor, with many benefits over the old editor.
  • Improved system integration with openra:// server join URLs. Give it a try from the live server list!
  • Implemented production building upgrades that unlock additional technology for Dune 2000.
  • Several enhanced classic missions have been added to the Tiberian Dawn mod.
  • In the Red Alert and D2k mods you will now be notified upon encounter of enemy units.

Unfortunately, an oversight in the way that the developers packaged our windows installer meant that the performance of the previous Windows release-20150429 builds was much worse than it should have been. It has been fixed for playtest-20150524, so Windows players should find the game runs about 30% faster!
Also general performance improvements have been integrated that affect all platforms. Kudos to RoosterDragon for his continued effort to optimize the source code.

The refined system integration adds a lot of convenient features:
  • Hardware cursors will now work more reliably on Microsoft Windows.
  • On Mac the dialogs won’t hijack finder and the dock icon won’t get lost upon restarting.
  • Linux AppStream compatible software centers will now show a nice preview.
  • Double-clicking an .orarep file will now directly start playback of the replay.

OpenRA's new in-game map editor took over a year of development time, and it was worth it!
  • It is truly cross-platform as it uses the game UI; finally a map editor on Mac OS X!
  • No more rendering glitches. Almost WYSIWYG editing, because it re-uses the game renderer.
  • Support for all file formats, i.e. voxels, isometric terrain and Dune 2000 sprite actors.
  • You can now keep an overview of installed custom maps and delete them in the same menu.

Click Extras - Map Editor from the main menu in any mod. To all enthusiastic mappers out there: Your feedback is invaluable at this stage. The legacy OpenRA.Editor.exe will be removed in the nearby future.
Great news for tinkerers. You can now use voxels in your own mods and maps. See the updated trait documentation. The Lua API for mission scripting has also been enhanced while OpenRA developers proceed to implement remakes of the original campaigns.

More details and links to pull request can be found on OpenRA's changelog page.

You can find the installers for a variety of supported operating systems in OpenRA's download section.

Please report problems on OpenRA's bug tracker. There are plans to do a new stable release based upon these changes soon.



Keep track of your thirdparty maps from OpenRA Resource Center
and delete unwanted ones in the updated map chooser.


One by one the results of the student project to import the original Tiberian Dawn missions is integrated.
Thanks to the THM course instructors for their creative teaching methods.


The on-going quest to finalize the Dune 2000 mod has reached a new milestone
with building upgrades which re-create the original tech tree.


The in-game map editor is also a vital part of OpenRA's Tiberian Sun support initiative.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun May 24, 2015 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I demand a like button.

_________________
"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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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Sun May 24, 2015 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

We*

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun May 24, 2015 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome!
Rottors on the Harpy? Are they SHP?

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"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun May 24, 2015 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had to do some changes in the first post text in order to promote it to the news, since PPM has no direct relationship with the development of OpenRA nor its website (although we are always interested at its progress Wink).

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Mon May 25, 2015 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

PillBox20 wrote:
Awesome!
Rottors on the Harpy? Are they SHP?


Yes.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Mon May 25, 2015 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

The harpy rotors are the old Apache rotors, so yes they are shp. Also, you guys are ztyping wonderful at teasing this. I'm dying to play TS again like its 1999

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue May 26, 2015 3:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Excellent stuff!

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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Tue May 26, 2015 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey is posible add a funtion for big voxels? all voxels are 1x1, is posible 2x2 or 2x1?

"custom voxel base"

PD: that beautiful n.n

sorry, my english is bad....

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri May 29, 2015 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Handling for units taking up multiple cells sounds like a huge headache.
Think about how code for pathfinding would work with groups of units, some of which were occupying 4 cells.  It seems to me like it would quickly become an impossible to optimise mess. :/

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sat May 30, 2015 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Indeed. It is unsupported.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sat May 30, 2015 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

The vehicles wouldn't need to be so big if they could be made to look good at smaller sizes by using super-sampling.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat May 30, 2015 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

What if cells were made much larger and smaller multiple smaller vehicles could occupy a single cell, while only a single large vehicle can occupy a cell?
Possibly also a subcell logic could be added (every regular cell would be divided in 4 subcells for example), so that vehicles that can make use of these subcells won't be able to move through another vehicle that's occupying a different subcell.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat May 30, 2015 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, you can customize the subcell positions and their amount.... otoh you can make a unit occupy either a cell either a subcell via SharesCell.

_________________
"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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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun May 31, 2015 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

ViPr wrote:
The vehicles wouldn't need to be so big if they could be made to look good at smaller sizes by using super-sampling.

You'd still need giant units for ships or carryalls, and possibly other special powerful units.

At best I can see a buffer option working, where cell sizes stay the same, but large units are allowed to designate an omnidirectional distance around them, like a margin...

Assume the adjacent 4 cells are half or entirely occupied depending on margin size. If it's "half" then infantry could share the cell as they do with trees, and if it's "whole" then nothing could occupy it. You could safely ignore this for pathfinding, and only consider this for stationary units, that would satisfy our eyeballs. Where a unit stops at the end of it's path would be much easier to compute than along the whole trajectory.

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