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OpenRA dday mod
Moderators: Mig Eater
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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Sun Sep 13, 2015 3:10 pm    Post subject:  OpenRA dday mod Reply with quote  Mark this post and the followings unread

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!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Sep 14, 2015 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks good Smile

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.

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Mon Sep 14, 2015 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

This should get you started somehow. It depends on the Tiberian Sun mod and the current development version so you need to get https://github.com/OpenRA/OpenRA/archive/bleed.zip and follow the instructions at https://github.com/OpenRA/OpenRA/wiki/Compiling#windows It doesn't come with units and factions or resources. Actually it is pretty blank. Starting a skirmish probably won't work, only the map editor. You may be able to figure out how to add more interesting stuff quickly when taking https://github.com/OpenRA/OpenRA/tree/bleed/mods/ts or https://github.com/Phrohdoh/OpenRA/tree/ra2%23master as a reference.



OpenRA-dday-stub.zip
 Description:
Contains a very basic mod which only has tilesets and a minimal game world (enough to start the map editor) defined.

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 Filename:  OpenRA-dday-stub.zip
 Filesize:  116.7 KB
 Downloaded:  33 Time(s)


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