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OpenRA release 20171014 is here!
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sat Oct 14, 2017 12:59 pm    Post subject:   OpenRA release 20171014 is here! Reply with quote

After three months of public playtesting the OpenRA developers are pleased to finally declare “Mission Accomplished” on the new OpenRA release! Release 20171014 makes some fundamental changes to the way that the OpenRA game engine works, plus a few similarly important gameplay changes to the default mods.

The first big change will be visible as soon as you go to launch your favourite mod. The in game mod chooser has been removed, and mods are now launched directly from your operating system. This is part of a much larger set of changes to the game engine to support multiple OpenRA installations and the new Mod SDK.



The mod chooser screen has been replaced by separate launchers for each mod.

The next big change is the new command bar at the bottom of the screen. This new UI improves discoverability for several advanced unit commands and served as a focus for several gameplay changes related to unit stances and the Attack Move command – read through the in game button tooltips to find out more!



A new bottom command bar is now available for issuing common orders and changing unit stances.

The final group of big changes is less obvious, but just as important: the way that buildings are targeted and take damage has been reworked (taking inspiration from the original Dune 2000) to account for the size of the building footprint. This has a range of balance implications, for example Tanya and Commandos no longer need to run to the center of buildings to demolish them.

Other great new features in this release include:

   - Automatic discovery of LAN games in the Multiplayer browser.
   - Nine more campaign missions for D2K, which is now half way complete!
   - New search and filtering options in the Map editor.
   - Installing missing maps from the Replay browser.
   - Improvements to the Global Chat UI.
   - Significant performance and memory improvements relating to music playback.
   - Community-driven balance improvements to Red Alert and Tiberian Dawn.

See the full changelog for more details, or go directly to their download page to try them out for yourself.



New building physics improves the way that structures are targeted and take damage.

Supporting the C&C modding community has always been an important goal for OpenRA, and this release takes a big, but disruptive, step forward in this area. Back in April it was announced the planned mod chooser removal, and in July they have released the first version of the OpenRA Mod SDK that replaces it. From now on, all mods should be built using the SDK, which makes it easy for you to build your own stand-alone installers that do not rely on a base OpenRA installation. See the SDK getting started wiki page for more details!

Other improvements for modders include further adoption of trait conditions, improved error checks and logging, and a collection of new and improved game logic for energy walls, tunnels, and subterranean units.

It has been a long road to this release, and we hope you enjoy it!

Key Words: #News #OpenRA #Release 

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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Oct 18, 2017 4:42 am    Post subject: Reply with quote

Cool... so when is the Ra2 ai.ini system coming? #Tongue
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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Thu Oct 19, 2017 4:14 pm    Post subject: Reply with quote

G-E wrote:
Cool... so when is the Ra2 ai.ini system coming? #Tongue


If https://github.com/OpenRA/OpenRA/pull/12949 gets merged, we'll have something similar. There hasn't been much progress there tho.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue Oct 24, 2017 7:10 am    Post subject: Reply with quote

MustaphaTR wrote:
G-E wrote:
Cool... so when is the Ra2 ai.ini system coming? #Tongue


If https://github.com/OpenRA/OpenRA/pull/12949 gets merged, we'll have something similar. There hasn't been much progress there tho.

"Similar" isn't what I had in mind.
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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Wed Oct 25, 2017 12:11 am    Post subject: Reply with quote

why don't you rename it OpenCnC now when you support dune,td,ra,ts
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Oct 25, 2017 12:27 am    Post subject: Reply with quote

OpenCnC... Dune? Really... leave it as OpenRA. It's fine. It's just OpenRA, there is no Red Alert in the name Wink.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Oct 25, 2017 1:06 am    Post subject: Reply with quote

Then what does the "RA" part of OpenRA mean then though? I'm personally in favor for a name change and don't think it'd be a problem for those used to the old name is they just gradually make a shift to the new name. This could be done by making the old domain automatically redirect to the new one and maybe keeping "AKA OpenRA" (with a small font) in the title for a while.
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Oct 25, 2017 1:58 am    Post subject: Reply with quote

RA means RA. The letter R followed by the letter A. Does it need to make any sense? It's just a name.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 25, 2017 6:29 am    Post subject: Reply with quote

There was already an attempt at renaming.
https://ppmforums.com/viewtopic.php?t=43050
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Oct 25, 2017 9:47 am    Post subject: Reply with quote

Right, I'd forgotten about that. The conversation just kind of died down though without any resolution.
Banshee wrote:
RA means RA. The letter R followed by the letter A. Does it need to make any sense? It's just a name.

The name is the first thing that identifies a project, so I'd say that it actually does need to make sense when part of it already has a well known meaning to the intended audience. RA means Red Alert to almost every single C&C fan out there and it simply gives the wrong impression (as mentioned in the topic LKO linked to: many players are surprised that it has more than just the RA mod).
So with that in mind I think it'd be best to either use a name that's relevant to all C&C games (even if that leaves out Dune) or to come up with a name that doesn't mean anything to C&C fans yet to begin with.

There was a mention that they'd lose publicity that the current name has already gained up until now though, but I think a good solution to that could be to explicitly name the engine's existing RA mod "OpenRA" and to name the project as a whole (including all official mods) something different.
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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Wed Oct 25, 2017 10:48 am    Post subject: Reply with quote

Pot calls cattle black. You didn't renamed DTA either when you added the RA sides - so I don't think you should expect something from OpenRA you didn't do. (Yes, you changed the logo to incorporate RA into it - and guess what? there's a WIP tank logo with the intent to be as generic as possible, read http://www.openra.net/news/new-project-logo/).

OpenRA is the engine's name, the mods have the names of their original games. There's an intent to push OpenRA-as-an-engine over OpenRA-as-a-RA-recreation by now (with the logo being a part of it), but it's constantly getting backpedaled by how OpenRA treats modder feedback - which caused it's own repercussions (I gave up fixing it's antics, CD shifted priorities, etc.).

So yeah, there was a resolution in that topic - you just don't like it and don't want to accept it.
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pchote
Cyborg Soldier


Joined: 06 Feb 2015

PostPosted: Wed Oct 25, 2017 2:24 pm    Post subject: Reply with quote

Graion Dilach wrote:
but it's constantly getting backpedaled by how OpenRA treats modder feedback
This is something I would like to improve on, but I'm having trouble remembering specific situations that this statement could apply to.  Can you please link some to specific examples of modder feedback being treated badly?
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Oct 25, 2017 6:12 pm    Post subject: Reply with quote

DTA doesn't have its own domain and changing the name wouldn't be as easy, but the main reason why we kept the name is actually because it still makes sense: Red Alert literally did take place at the dawn of the tiberium age (I'd have felt a lot more urgent to change the name if it wasn't for this).

I'm aware that OpenRA is the engine's name, but my point was that if it'd be used to describe just the RA mod instead, it'd keep its established name recognition and the engine itself could get a more fitting or unique name.
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Wed Oct 25, 2017 11:10 pm    Post subject: Reply with quote

Bittah Commander wrote:

I'm aware that OpenRA is the engine's name, but my point was that if it'd be used to describe just the RA mod instead, it'd keep its established name recognition and the engine itself could get a more fitting or unique name.

At least one of the problems is that a rename would break the github history. Basically, it's less that the issues with the current name aren't acknowledged, it's more that a rename would probably cause more trouble than it is worth.

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