Feda Posted August 18, 2013 Share Posted August 18, 2013 Wow, TS? nice, can't wait to see that one as well. Btw, in the TD mod when a nuke is launched there is no EVA announcement, sometimes I don't even know what happened with my base lol, I tried to change TMPL nuke settings, extracted the original TD nuklnch.aud (the nuke announcement) and put it in bits folder but it still didnt work. How do I fix that? 1 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted August 18, 2013 Author Share Posted August 18, 2013 Btw, in the TD mod when a nuke is launched there is no EVA announcement, sometimes I don't even know what happened with my base lol, I tried to change TMPL nuke settings, extracted the original TD nuklnch.aud (the nuke announcement) and put it in bits folder but it still didnt work. How do I fix that? Thanks for the report. Should be fixed with https://github.com/OpenRA/OpenRA/pull/3705 1 Quote Link to comment Share on other sites More sharing options...
Feda Posted August 18, 2013 Share Posted August 18, 2013 I have to paste that code on the corresponding file replacing the old text? Or what to do with those? Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted August 18, 2013 Author Share Posted August 18, 2013 No, that is just a patch/change I proposed to our development repository. You can wait until this is merged and released again to the players. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted August 26, 2013 Author Share Posted August 26, 2013 http://www.moddb.com/games/openra/news/playtest-20130823 is mostly a bug-fix release, but now completes the d2k sprites sequence setup as Reaperr added the muzzles and finished the projectiles. Have fun and please report any problems so we can promote this to a stable release soon. 1 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted September 8, 2013 Author Share Posted September 8, 2013 http://www.moddb.com/games/openra/news/playtest-20130902 brings back the Deviator tanks for Ordos, but I am too late as http://www.moddb.com/games/openra/news/playtest-20130908 is already released. 1 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted September 14, 2013 Author Share Posted September 14, 2013 Our September release is another huge jump, with over 1,100 changes and improvements by 17 authors. The headline changes in this build are:Refined Fog of War behavior (buildings and ore/tiberium/spice are now frozen as they were last seen).Added game options for starting units, starting cash, team construction, shroud, fog of war.Reworked engineer behavior - C&C again uses the “classic” behavior, and RA/D2K external (C&C Generals style) capturing.Overhauled firing, projectile, and explosion effects for all mods.Native support for the D2K game files, significantly improving the artwork and sound quality.Fixed windows installer problems.A lot more bug, crash, and performance fixes.Please note that that OpenRA now requires GPU support for framebuffer objects. This should not be a problem for most computers manufactured in the last 5-7 years, but some older high-end GPUs may not work from this release onward. The full list of changes is far too large to include here, so we recommend clicking through to the human-optimized changelog or full list of commits. If you’d like to get involved, the best point of contact is our IRC channel #openra (webchat). This release also adds beta support for Tiberian Sun and Red Alert 2 assets. Work has started on an official Tiberian Sun mod, but we don’t expect this to be ready for several more months. In the meantime, modders can take advantage of the new voxel and shp(ts) support in their own projects. D2K now uses the original translucent explosion effects. The overhauled lobby interface offers several new game options. An early test showing voxel units in OpenRA (we have no plans on shipping this!). We have also taken this time to overhaul our website. It’s hot off the virtual press, so please let us know if you spot any typos or rendering glitches. 3 Quote Link to comment Share on other sites More sharing options...
athanasios Posted September 14, 2013 Share Posted September 14, 2013 Native support for the D2K game files, significantly improving the artwork and sound quality. So you mean you support the D2K palette? Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted September 15, 2013 Author Share Posted September 15, 2013 So you mean you support the D2K palette?No, the d2k http://d2kplus.com/wiki/index.php?title=Palette_BIN was already identical to C&C formats and just renamed. We now supporthttp://d2kplus.com/wiki/index.php?title=SOUND.RS including WAVhttp://d2kplus.com/wiki/index.php?title=MOUSE.R8http://d2kplus.com/wiki/index.php?title=DATA.R8 with additive blending for translucent overlaysand the http://d2kplus.com/wiki/index.php?title=Tile_Sets R8 files (combined into one ARRAKIS) 1 Quote Link to comment Share on other sites More sharing options...
Feda Posted September 15, 2013 Share Posted September 15, 2013 Nice release, lots of nice features that I have been waiting for. Too bad people don't play C&C and dune, I couldn't play one single match of dune since it was released and i played only 1 match of C&C. People play the RA mod too much and I don't understand why. 1 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted September 15, 2013 Author Share Posted September 15, 2013 The upcoming ingame lobby chat https://github.com/ScottNZ/OpenRA/compare/irc will make it easier to find people to play the other mods. For now I suggest you use http://webchat.freenode.net/?channels=openra to find opponents. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted September 21, 2013 Author Share Posted September 21, 2013 Thanks to mvi who did most of the reverse engineering and donated a lot of source code to make this whole undertaking possible, we are now mentioned on his site http://d2kplus.com/ which will hopefully increase the available players (and maybe even some contributors) for OpenRA's d2k mod. 1 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted September 22, 2013 Author Share Posted September 22, 2013 and a small video review by aKaFedaYkin. To answer his questions:The Ordos deviator owner change is permanent.Search Wikipedia/Google to find about what "ports" are. If you are behind a router that supports UPnP go to settings and check [x] "Enable Network Discovery (UPnP)", restart, "Create Game" and check [x] "Automatic port forwarding" to allow people to connect to your game. Otherwise http://portforward.com is your friend.Hint: the AI is producing very effectively, but it will mindlessly throw everything it got towards your base after it amassed an army. Use long-range weapons like artillery and turrets against it. Don't let it grow strong as it builds and fires super weapons. 2 Quote Link to comment Share on other sites More sharing options...
Feda Posted September 22, 2013 Share Posted September 22, 2013 and a small video review by aKaFedaYkin. To answer his questions:The Ordos deviator owner change is permanent.Search Wikipedia/Google to find about what "ports" are. If you are behind a router that supports UPnP go to settings and check [x] "Enable Network Discovery (UPnP)", restart, "Create Game" and check [x] "Automatic port forwarding" to allow people to connect to your game. Otherwise http://portforward.com is your friend.Hint: the AI is producing very effectively, but it will mindlessly throw everything it got towards your base after it amassed an army. Use long-range weapons like artillery and turrets against it. Don't let it grow strong as it builds and fires super weapons. Thanks. I should probably make a second video showing the observer menu and the translucent projectiles. If I forgot something else please remind me here. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted September 22, 2013 Author Share Posted September 22, 2013 The welding animations and the crumble falling of the buildings is also some extra polish new in this release. Most RA improvements like the new music player and observer stats also translate into the D2k mod as I did not reinvent the UI completely. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted October 29, 2013 Author Share Posted October 29, 2013 While working on the movement flash https://github.com/OpenRA/OpenRA/pull/3999 we discovered palettes being placed inside the R8 and now try to parse and use those, too. The shroud (palette) is still a mystery to us though. 1 Quote Link to comment Share on other sites More sharing options...
mvi Posted October 30, 2013 Share Posted October 30, 2013 The Resource Editor supports that, if you want the spec I can send it to you Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted October 30, 2013 Author Share Posted October 30, 2013 That would be great. Quote Link to comment Share on other sites More sharing options...
mvi Posted October 30, 2013 Share Posted October 30, 2013 Emailed you the source code, should be everything you need. Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted November 14, 2013 Author Share Posted November 14, 2013 Latest playtest release provides many bug-fixes as well as additional UI polishing, including a new settings menu, overhauled chat, and improved hotkey support. Go test it and report bugs so they can be squashed in an upcoming stable release. 2 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted December 1, 2013 Author Share Posted December 1, 2013 Again an update which might also interest Dune 2000 modders: http://www.moddb.com/games/openra/news/playtest-20131130 The new sandboxed Lua support allows you to create single-player missions and new game modes using the current industry standard scripting language for gaming. Also sprite loading and the asset browser have been improved. 1 Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted December 8, 2013 Author Share Posted December 8, 2013 http://open-ra.org/news/playtest-20131209/ is probably good news for all Dune nostalgics here: We now support most of the Dune II file formats. This is a screenshot from an unofficial fan project showing off our new asset browser and SHP(D2) sprites. The soft edges in Dune 2000 spice tiles are now rendered properly. 2 Quote Link to comment Share on other sites More sharing options...
Gruntlord6 Posted December 9, 2013 Share Posted December 9, 2013 Again an update which might also interest Dune 2000 modders: http://www.moddb.com/games/openra/news/playtest-20131130 The new sandboxed Lua support allows you to create single-player missions and new game modes using the current industry standard scripting language for gaming. Also sprite loading and the asset browser have been improved. d2k-asset-browser.pngIs it possible to support the existing .mis files? Quote Link to comment Share on other sites More sharing options...
Matthias M. Posted December 9, 2013 Author Share Posted December 9, 2013 We currently lack any legacy trigger support and there is no automatic conversion to Lua scripts (yet). Quote Link to comment Share on other sites More sharing options...
mvi Posted December 9, 2013 Share Posted December 9, 2013 This could be considered for a possible collaboration between D2K+ and OpenD2K? 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.