Glad progress is being made, though this image defines my hatred of voxels over SHPs.
Good news is, it looks just like RA2 (minus the voxel problems), nice work. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Apr 08, 2015 7:20 pm Post subject:
What the hell happened with the voxels? They looked a lot better when this started... _________________ "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... QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Wed Apr 08, 2015 8:03 pm Post subject:
Yeah, looks great except for voxels. Is thhere like an alpha/beta download?
P.S. Get a crsh when I start the RA2 mod.
Theme, ra2 and language mixes are in both the content folder in documents in the ra2 subfolder aswell as in the mod folder.
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
@Parasite03, error '(Exception from HRESULT: 0x80070002)' (which is what you are running into) tells me that you tried to play the RA2 mod on an official release/build which will not work.
You need to build the engine from source, then you can play as expected. QUICK_EDIT
So what's going on with the Overlay information I provided, Phrohdoh?
I'm not hearing anything from you, did you discard the information? _________________
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Sat Apr 11, 2015 12:21 am Post subject:
Okay so, I managed to get RA2 working for OpenRA. The game starts up fine, however when I mouse over to load RA2 mod. OpenRA closes itself. What am I doing wrong and how can I fix it? I have the mixes in RA2 content done. What else?
Just fyi, this was done on OpenRA released playtest. _________________ Mod Leader and founder of World Domination
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Apr 11, 2015 7:55 am Post subject:
You need the nightly build, not the playtest afaik. _________________ "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... QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Sat Apr 11, 2015 11:19 am Post subject:
Zero18 wrote:
Okay so, I managed to get RA2 working for OpenRA. The game starts up fine, however when I mouse over to load RA2 mod. OpenRA closes itself. What am I doing wrong and how can I fix it? I have the mixes in RA2 content done. What else?
Just fyi, this was done on OpenRA released playtest.
Grab the game's source code. Run make.cmd twice. First time type in "dependencies" and type "all" the second time. Yuor OpenRA will be in the souce code folder. Just in stall the mod and you're set up. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Sat Apr 11, 2015 4:09 pm Post subject:
Thank you so much. I got TS and RA2 working now.
Also another question. I'm trying to understand about this OpenRA Engine. I was doing some tests to poke around it by replacing some of the vxl files with the voxels that I made just to see how it looks in-game. The game works fine, but when I build certain vxl units that I replaced with my vxls using the same file names, the game still closes down.
Is there any updated tutorials or guide that can explain clearly on how to get vxl to work in-game? (I checked the vxl tutorial on github, apparently it is outdated and doesn't work.) _________________ Mod Leader and founder of World Domination
Gonna desperately need better organisation for everything as there's so many assets in RA2 as well as better represenation for the waypoints, but it's all good progress. QUICK_EDIT
Well I mean something like just having expandable lists like in FA2. Having hundreds of full building renders in a list is just huge. At least they could all be shrunk down to 20x20 images or something. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri May 22, 2015 4:04 pm Post subject:
I'd say the UI toolbar should be widened instead - keep in mind, the RA2 mod still uses the RA1 UI, and well, the RA1 map editor UI was made with RA1 tiles in mind.
I particularly like this due to the fact that in FA2 I always felt jarring how every civ building was called Building and I had to guesswork which one I want. _________________ "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... QUICK_EDIT
Gonna desperately need better [...] better represenation for the waypoints, but it's all good progress.
That also annoyed me when looking at that screenshot. We now have isometric artwork with a proper palette. At least for Tiberian Sun: https://github.com/OpenRA/OpenRA/pull/8201 QUICK_EDIT
Gonna desperately need better [...] better represenation for the waypoints, but it's all good progress.
That also annoyed me when looking at that screenshot. We now have isometric artwork with a proper palette. At least for Tiberian Sun: https://github.com/OpenRA/OpenRA/pull/8201
These will be used in RA2 as well, thanks Matt. QUICK_EDIT
Please tell me this will appear across all the oRA mods. That is such an improvement.
OmegaBolt wrote:
better represenation for the waypoints
I would assume at some point in the future actual in-game way-point logic and visuals will be implemented. I guess it could be extended to display scripting way-points within the map editor. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jun 03, 2015 5:45 pm Post subject:
Small LightYaw, 1000 LightPitch. Just by looking to Reaperr's pic on the topic directly below this.
You might also want to increase diffuse color because that increases contrast. _________________ "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... QUICK_EDIT
Small LightYaw, 1000 LightPitch. Just by looking to Reaperr's pic on the topic directly below this.
You might also want to increase diffuse color because that increases contrast.
It's my pic actually, they can't be assed to do such simple and basic things.
That, outdated/lack of documentation, not to mention the indecisiveness on features and how they are implanted and then scrapped/replaced makes modding ora a painful experience. _________________ Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1
Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jun 03, 2015 7:01 pm Post subject:
I don't find it that much of a painful experience - even if I'm modding bleed and every week I sync with the current branch, I don't really feel that terrible - you have update rules via Utility, and if that wasn't enough, logs usually point out what turned out to be broken inbetween and that can be c'n'pd out from say, the RA mod.
Documentation ain't lacking, moreso output of said doc is missing (at weapons and sequences). If you see a tag or effect, feed it's name to github's Search-in-this-repository, you can easily find it in the code, which has the tags documented via Desc.
Reading the PRs will also get you prepared about what is coming and what is probable. _________________ "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... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Aug 02, 2015 10:34 pm Post subject:
After TS is done. _________________ "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... QUICK_EDIT
when will get the ra2 mod merged into the openra branch?
The RA2 mod and OpenRA project diverged a bit, but actions are taken to get it in step by step, if the lead programmer can be persuaded to let it in. https://github.com/OpenRA/OpenRA/pull/9396 QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sun Sep 20, 2015 4:59 pm Post subject:
tomsons26lv wrote:
It's my pic actually, they can't be assed to do such simple and basic things.
Ugh, sorry, didn't read this earlier.
I was somehow convinced it was made by Phrohdoh (and I did give credit, I just didn't know it was the wrong person...), I'll fix that.
tomsons26lv wrote:
That, outdated/lack of documentation, not to mention the indecisiveness on features and how they are implanted and then scrapped/replaced makes modding ora a painful experience.
Outdated/lack of documentation I can somewhat agree with, but part of the problem is that OpenRA has become so large in terms of features that we cannot manually maintain a documentation without investing ridiculous amounts of time, which are still better spent on the engine itself, so automated lists like this and answering individual questions on irc or forums is the best we can do without an influx of skilled manpower.
About the "indecisiveness" on features, developing an engine is a learning process. Sometimes things that looked good enough initially turn out to be too unflexible, buggy or performance-hungry and need to be refactored, and a couple of engine parts are still from the hacky beginnings of the engine.
I know from my work on TDX how annoying these constant changes can be so I can relate, but in most cases those changes are necessary to improve the engine. QUICK_EDIT
Can this really be called a "mod" when its actually a forked version of the engine as well as a mod that sits atop it? A mod shouldn't rely on upstream to merge changes into the engine, that is like saying "I've got this awesome YR mod, I just need the ares guy(s) to merge it" and it actually consisting of a huge chunk of code forked from ares (which may or may not ever be accepted into mainline) as well as the normal modding files. QUICK_EDIT
Yes, because it doesn't rely on any downstream changes to the engine. In git (and other distributed systems) a "fork" just means somebody elses copy of the code. It does not imply anything about the compatibility of that code with any other fork. QUICK_EDIT
It was decided that it is too early to support yet another isometric mod in the main repository. The sad truth is that OpenRA like any hobbyist project has very limited staff to keep things running.
Here are some screenshots I took after finishing my attempts to rebase the ruleset onto a current version of the OpenRA engine. Fog and shroud (also map borders) as well as the minimaps are now rendered correctly. Main focus was fixing the tileset (correct palette and tile categories) as well as setting up both resource types. Also shown a new UI skin inspired by RA2 (not final) made by xanax:
Yes, because it doesn't rely on any downstream changes to the engine. In git (and other distributed systems) a "fork" just means somebody elses copy of the code. It does not imply anything about the compatibility of that code with any other fork.
Of course it relies on downstream changes, otherwise there would be no debate about it being merged into OpenRA proper since the OpenRA release build is the canonical build i.e. the upstream. Yeah, sure a github "fork" can just be a copy of the code, but this isn't, its an actual code fork and you are debating its inclusion in OpenRA master from what I can tell. Mod = asset and rules changes that alter the behaviour and appearance of a game engine to create a new experience. This is a mod and a development build of the engine implementing features the putative mod will require.
Anyhow, it doesn't really matter, I know you and I see things differently with how strictly or fast and loose some terminology should be applied so I'll leave it at that. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Sep 22, 2015 11:37 am Post subject:
I like how you compare it to Ares, Blade - do you remember Athena? Because Ares went the same principle at first, but at there, the entry prerequisites ultimately killed off the mod-specific logics in the long run.
The mod DLLs are just logic plugins and it's fitting if a mod decides to ship such a plugin along. _________________ "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... QUICK_EDIT
Yeah, sure a github "fork" can just be a copy of the code, but this isn't, its an actual code fork and you are debating its inclusion in OpenRA master from what I can tell. Mod = asset and rules changes that alter the behaviour and appearance of a game engine to create a new experience. This is a mod and a development build of the engine implementing features the putative mod will require.
Read the code/commits in the two ra2 mods if you don't believe me: they don't touch the engine or introduce any new mod code. They *are* just asset and rules changes. The PR matt put together includes a new dll, but that just moves two traits that already exist upstream (in our common mod logic dll) into RA2. Dropping that dll would have no impact on the mod.
Even if RA2 did need new traits (and it eventually will of course) that doesn't require forking (in the traditional sense) the engine. The engine exports a set of interfaces that mods can use to implement their own traits/projectiles/sprite loaders/etc: mods ship these as a dll that they reference from their mod.yaml. If they aren't trying to do something fundamentally new (i.e. requiring new interfaces) then they don't need to merge their logic upstream.
Blade wrote:
Of course it relies on downstream changes, otherwise there would be no debate about it being merged into OpenRA proper since the OpenRA release build is the canonical build i.e. the upstream.
Sorry, but this assumption is also incorrect. If you read the PR you'll see that the debate is centered around maintaining the mod as the engine changes around it, and dealing with the greatly increased player expectations that we don't have the manpower to fulfill. The engine is still rapidly changing as we have three developers (reaperrr is one of them) who are focusing on cleaning up years of accumulated technical debt and performance issues, on top of our ongoing generalization of the common mod code to support TS and our new more faithful D2K mod. QUICK_EDIT
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