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Posts
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Everything posted by Matt
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Actually what we did in OpenRA to make it less annoying is simply forbid Tanya to attack buildings and tanks with her pistols and let her use C4 on those only. I guess the C4 on tanks is OpenRA exlusive, but you may be able to set damage against heavy armor types to 0% to make her only target infantry in RA95.
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Thanks. Updated https://github.com/OpenRA/OpenRA/pull/5330 accordingly.
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That is the RA95 version again, so I added that, too. https://github.com/OpenRA/OpenRA/pull/5330#issuecomment-43971842
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We are not really in a hurry here. Our release cycle has slowed down a lot.
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You can't just rename the temperat.mix here, because the file contents are named *.tem while the game uses hard-coded file endings: if you rename them to .jun and place them into jungle.mix that might work. On Linux/Mac you can use the following shell script to do the rename operation #!/bin/sh find -L . -type f -name "*.tem" -print0 | while IFS= read -r -d '' FNAME; do mv -- "$FNAME" "${FNAME%.tem}.jun" done http://xhp.xwis.net/ XCC Mixer is the defacto-standard to extract and create .mix archives.
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I was told it is a custom and incompatible blowfish. Otherwise we would be using a pre-fabricated Open Source library for that.
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Nice. Thanks, works like a charm. https://github.com/OpenRA/OpenRA/pull/5330#issuecomment-43541664
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This seems to be an RA95 version again. Do you also have a C&C95 version with complete sprite sequences. We are using dead buildings (v**.shp) in the Tiberian Dawn mod for husks. Sequence v01.husk.idle uses frames [2..2] of SHP `v01`, but only 0..1 actually exist After that plus the complete tc**.shp and we should be good to go (tested against funpark01).
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Thanks. That is the one I used. Looks like the original is more forgiving about missing sequences. I don't have time to fix this myself so I am putting https://github.com/OpenRA/OpenRA/pull/5330 on hold for the moment.
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I believe that is a direct C port from the XCC code.
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Someone who refactors https://github.com/OpenRA/OpenRA/blob/bleed/OpenRA.Game/FileFormats/BlowfishKeyProvider.cs into actually readable code gets a :beer:
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Do you also have a C&C95 version of the latest version? I had a look at https://github.com/OpenRA/OpenRA/blob/bleed/mods/ra/sequences/decorations.yaml#L6 and even in RA95 which usually has less frames per sprite there is a dead version for tree clusters although unused in the original as it seems.
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Okay, I gave it a try https://github.com/OpenRA/OpenRA/pull/5330 There are some problems: Are the trees ripped from RA2? We can't ship those then. I did not find the cool Latin American church. Some houses/tree death animations (tc04.jun and friends) do not match in sprite length crashing the game.
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We are currently remaking the C&C Funpark mission. Can we include your cool JUNGLE tileset into OpenRA?
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I can't help, but I guess it is the opposite. The game-play is not that different. When you watch matches https://plus.google.com/100332364931123881367/posts you will notice that it still kinda boils down to some kind of amassing units. It is just that they are not just solely heavy tanks anymore as the unit roles are differentiated to give them purpose. Maybe the artillery/scouting gives the game a little more depth, but otherwise it is gentle modernization not comparable to major innovations Generals added to the game in terms of special unit abilities and one-click support powers.
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You can't compare RTS games from the 90s with modern FPS. I don't know at which rate the original Westwood games tick, but I guess you can get ~3x the network tick (probably 100 ms) before you notice any delays in the game whose logic might tick slightly faster. TL;DR playing with NZ and US people from Europe with pings around 300 ms should be no problem.
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Congratulations. These are impressive numbers especially if you consider the age of the original games and this being an unadvertised hobbyist project. There are many Source engine mods published through Steam that got barely anyone playing.
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Why not just detect custom rules, spit out a warning then and optionally display them to the players to check? See for example http://resource.openra.net/maps/886/ Then you don't have to manually white list lot's of maps.
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Another possibility would be https://sourceforge.net/projects/wine/files/Wine%20Mono/ which is Mono cross-compiled for Windows to be installed under Wine. See http://wiki.winehq.org/Mono for details.
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I just updated the https://github.com/OpenRA/OpenRA/wiki/Traits documentation which shows every game-play rule you can add and customize via editable text files in your mod. Many still lack description as this project is developed with few active contributors running on constantly low man power. Have a look at the files in https://github.com/OpenRA/OpenRA/tree/bleed/mods/ra/rules as an example how it is stitched together to craft a game.
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OpenTTD also uses a higher level programming language and adds new file formats such as NewGRF so I guess it is comparable.
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I guess people are confused, because other successful re-implementation projects united the community like OpenTTD which also improved and added to the original game a lot and made binary hacks like the Transport Tycoon Drexler patches redundant. People are now modding OpenTTD instead which has an advanced content distribution system that inspired us in crafting our new http://resource.openra.net/ custom content exchange that integrates with the game via auto-map-download. It is a little sad that we are faced here with open hostility here and that you feel my bug tracker moderation is impolite and unprofessional. That was never intended. To my excuse: English is not my mother tongue, this is the first big Open Source project I ever helped maintaining and the amount of feedback and support requests we receive via all communication channels including social media is sometimes overwhelming. With only limited free time to work on it, I tend to answer people quickly as most players ask stuff covered by our FAQ or report http://bugs.open-ra.org without searching for duplicates first. I also got a lot of private messages that promoting OpenRA is not welcome here and I better stop doing so. It is understandable that you want to keep hacking and modding the originals separate. Maybe you should open up an OpenRA sub-forum here and simply move all posts there.
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This is looking great! Well done. Really adds polishing to the dinopark missions.
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I noticed that a while ago that you still need the originals for true nostalgia and as recreating them 1:1 is unachievable and undesired (because it means feature removal and implementing legacy bugs that affect the gameplay) so I instead we now point people here https://github.com/OpenRA/OpenRA/wiki/FAQ#this-is-not-true-to-the-original although as already mentioned http://redalert1.com is far more popular and not linking back to us anywhere so it is a one-sided link exchange from the wrong side.
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Looks like Red Horizon is pretty dead though unlike OpenRA. Playtest 20140405 comes with some nice polishing improvements. The Dune 2000 mod now looks pretty reasonable and we added experimental balancing changes as well as some nice UI improvements. The new Steam workshop like http://resource.openra.net/ is probably also worth mentioning.