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OpenRA

A Libre/Free Real Time Strategy game engine supporting early Westwood classics.

Please read the FAQ in our Wiki and report problems at https://github.com/OpenRA/OpenRA/issues.

Join the Forum for discussion.

Play

Distributed mods include a reimagining of

  • Command & Conquer: Red Alert
  • Command & Conquer: Tiberian Dawn
  • Dune 2000

EA has not endorsed and does not support this product.

Check our Playing the Game Guide to win multiplayer matches.

Contribute

Mapping

  • We offer a Mapping Tutorial as you can change gameplay drastically with custom rules.
  • For scripted mission have a look at the Lua API.
  • If you want to share your maps with the community, upload them at the OpenRA Resource Center.

Modding

Support

  • Sponsor a mirror server if you have some bandwidth to spare.
  • You can immediately set up a Dedicated Game Server.

License

Copyright (c) OpenRA Developers and Contributors This file is part of OpenRA, which is free software. It is made available to you under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. For more information, see COPYING.

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raclassic's Issues

Lores infantry touch-ups

If the lores.mix infantry variants are to be enabled at some point:
lores(r).zip

Civilians c2,c4,c5,c6,c7,c8,c9,c10:
-recolored using "https://gist.github.com/MustaphaTR/078ad1cfcae38726619e38cc773f7761".
-recolored the death sequence blood to match the default c1/c2.

Chan & Einstein:
-recolored einstein to match the hires variant.
-fixed the missing shadow on frame-26 (both chan & einstein).

E6:
-added the player color remap.

E7:
-fixed the missing shadow on frame-40
-fixed the red hair color on frame-71 (likely from megan)

-additional possibilities-
Dog:
-a decent resize by Lethal: forums.cncnz.com/comment=192896
-restored the flame/burn colors to ra.

Megan: (cut content - http://cnc.wikia.com/wiki/Megan)
-e7 with recolored red hair

Aftermath production SpeedUp

The Aftermath expansion introduced a SlowBuild feature that capped the additional production facility speed benefits to just 3 (two additional) structures.
100%, 150%, 175%.

I'm not sure we can currently do this as a lobby option as CPQ isn't conditional.

Engine update required: GeoLite2-Country.mmdb.gz cannot be downloaded

Hi,

GeoLite2-Country.mmdb.gz cannot be downloaded using the scripts in the engine repo anymore; as a result, I get the build error:

  Restore completed in 1.76 ms for /home/fusion809/AUR/openra-raclassic-git/src/raclassic/engine/OpenRA.Mods.D2k/OpenRA.Mods.D2k.csproj.
  Restore completed in 1.48 ms for /home/fusion809/AUR/openra-raclassic-git/src/raclassic/engine/OpenRA.Platforms.Default/OpenRA.Platforms.Default.csproj.
  Restore completed in 1.03 ms for /home/fusion809/AUR/openra-raclassic-git/src/raclassic/engine/OpenRA.PostProcess/OpenRA.PostProcess.csproj.
  Restore completed in 1.32 ms for /home/fusion809/AUR/openra-raclassic-git/src/raclassic/engine/OpenRA.Server/OpenRA.Server.csproj.
  Restore completed in 2.62 ms for /home/fusion809/AUR/openra-raclassic-git/src/raclassic/engine/OpenRA.Test/OpenRA.Test.csproj.
  Restore completed in 1.68 ms for /home/fusion809/AUR/openra-raclassic-git/src/raclassic/engine/OpenRA.Utility/OpenRA.Utility.csproj.
Updating GeoIP country database from MaxMind.
make[1]: *** [Makefile:194: geoip-dependencies] Error 6
make[1]: Leaving directory '/home/fusion809/AUR/openra-raclassic-git/src/raclassic/engine'
make: *** [Makefile:106: engine-dependencies] Error 2

whenever I try to build this mod. OpenRA/OpenRA#17561 fixes this error.

Thanks for your time

Crashes on start up on Linux: System.MissingMethodException`: bool string.Contains(char)

Hi,

On my Tumbleweed system I get the following crash on start up:

Platform is Linux
Engine version is release-20180923
Exception of type `System.MissingMethodException`: bool string.Contains(char)
  at OpenRA.FieldLoader.TryGetValueFromYaml (System.String yamlName, System.Reflection.FieldInfo field, System.Collections.Generic.Dictionary`2[TKey,TValue] md, System.Object& ret) [0x00026] in <cf39686ec6964e2795c81c2e7daf1fea>:0 
  at OpenRA.FieldLoader.Load (System.Object self, OpenRA.MiniYaml my) [0x00093] in <cf39686ec6964e2795c81c2e7daf1fea>:0 
  at OpenRA.Settings.LoadSectionYaml (OpenRA.MiniYaml yaml, System.Object section) [0x00029] in <cf39686ec6964e2795c81c2e7daf1fea>:0 
  at OpenRA.Settings..ctor (System.String file, OpenRA.Arguments args) [0x0016a] in <cf39686ec6964e2795c81c2e7daf1fea>:0 
  at OpenRA.Game.InitializeSettings (OpenRA.Arguments args) [0x00015] in <cf39686ec6964e2795c81c2e7daf1fea>:0 
  at OpenRA.Game.Initialize (OpenRA.Arguments args) [0x000cc] in <cf39686ec6964e2795c81c2e7daf1fea>:0 
  at OpenRA.Game.InitializeAndRun (System.String[] args) [0x00007] in <cf39686ec6964e2795c81c2e7daf1fea>:0 
  at OpenRA.Program.Main (System.String[] args) [0x0004f] in <cf39686ec6964e2795c81c2e7daf1fea>:0 

the full logs are in:
raclassic-7bf26374def6e9e3d9ff50ece6c03d7b562e55cc.zip.

Thanks for your time,
Brenton

Weapon balance issues

  • Damage of 90mm and 105mm should be 30 (as in original), not 40.
    40 makes the Medium Tank too good and robs Light Tank of its dps advantage,
    and also gives Heavy Tank higher anti-tank/-building dps than Mammoth (!).
    Pretty sure the BurstDelay of 105mm should be at least 5 as well.

  • although unrealistic, machine guns in the original could shoot over walls, blocking them puts MG units/defense at an even bigger disadvantage vs tanks. Just sayin'.

  • MammothTusk should be (much) slower, something around speed 300 (or less). It's somewhat OP vs infantry even with that, so at least it shouldn't be as good vs (fast) aircraft.

There might be more, but those were the most noticable to me.

Debug menu crashes the game

On the latest release

OpenRA engine version playtest-20210131 Red Alert Classic mod version playtest-20210131 on map e048d57b300382b991d2c1afab8743bf9da198cb (Finger Lake by Westwood Studios). Date: 2021-02-28 04:41:54Z Operating System: Windows (Microsoft Windows NT 6.2.9200.0) Runtime Version: .NET CLR 4.0.30319.42000 Exception of type 'System.ArgumentException': Sprite order-icons/debug was not found. at OpenRA.Mods.Common.Widgets.ImageWidget.Draw() at OpenRA.Widgets.Widget.DrawOuter() at OpenRA.Widgets.Widget.DrawOuter() at OpenRA.Widgets.Widget.DrawOuter() at OpenRA.Widgets.Widget.DrawOuter() at OpenRA.Widgets.Widget.DrawOuter() at OpenRA.Widgets.Widget.DrawOuter() at OpenRA.Widgets.Widget.DrawOuter() at OpenRA.Widgets.Widget.DrawOuter() at OpenRA.Widgets.Widget.DrawOuter() at OpenRA.Game.RenderTick() at OpenRA.Game.Loop() at OpenRA.Game.Run() at OpenRA.Game.InitializeAndRun(String[] args) at OpenRA.WindowsLauncher.WindowsLauncher.RunGame(String[] args)

On the master

OpenRA engine version {DEV_VERSION} Date: 2020-12-16 19:38:04Z Operating System: Windows (Microsoft Windows NT 6.2.9200.0) Runtime Version: .NET CLR 4.0.30319.42000 Exception of type System.InvalidOperationException: Unknown or invalid mod 'modcontent'. at OpenRA.Game.InitializeMod(String mod, Arguments args) at OpenRA.Mods.Common.LoadScreens.BlankLoadScreen.BeforeLoad() at OpenRA.Game.InitializeMod(String mod, Arguments args) at OpenRA.Game.Initialize(Arguments args) at OpenRA.Program.Run(String[] args) at OpenRA.Program.Main(String[] args)

Commit 84fb66a fails to build on openSUSE Tumbleweed

Hi,

I've tried to build commit 84fb66a by running make in a git copy of this repo (who's HEAD is at that commit) and I received the error:

/home/GitHub/others/raclassic/mod.config: line 6: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 10: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 13: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 19: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 26: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 30: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 34: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 40: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 45: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 57: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 62: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 65: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 70: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 73: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 76: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 79: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 83: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 89: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 93: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 96: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 102: $'\r': command not found
/home/GitHub/others/raclassic/mod.config: line 105: $'\r': command not found
Automatic engine management is disabled.
Please manually update the engine to version release-20180923
.
Unable to continue without engine files

Commit 729412e built fine, however.

Thanks for your time,
Brenton

Minelayer implementation

I began on minelayers here, but had to split MNLY into two actors since the Minelayer trait is not faction-aware for which mine to place. It is probably ideal we do an upstream C# change to support this, but not sure if split actors is a deal breaker right now.

I still have left to do the mine explosions themselves.

Exception of type `System.NotImplementedException`: No rules definition for unit 1tnk.husk

OpenRA engine version playtest-20210131
Red Alert mod version playtest-20210131
on map 08017a2d5f9417f7e0b4680f0c6b14e9a7db7fab (Chernobyl 3 vs 3[LP] by Lad).
Date: 2021-03-01 20:19:53Z
Operating System: Windows (Microsoft Windows NT 6.2.9200.0)
Runtime Version: .NET CLR 4.0.30319.42000
Exception of type System.NotImplementedException: No rules definition for unit 1tnk.husk
at OpenRA.Actor..ctor(World world, String name, TypeDictionary initDict)
at OpenRA.Mods.Common.Traits.SpawnActorOnDeath.<>c__DisplayClass5_0.<OpenRA.Traits.INotifyRemovedFromWorld.RemovedFromWorld>b__4(World w)
at OpenRA.World.Tick()
at OpenRA.Game.InnerLogicTick(OrderManager orderManager)
at OpenRA.Game.LogicTick()
at OpenRA.Game.Loop()
at OpenRA.Game.Run()
at OpenRA.Game.InitializeAndRun(String[] args)
at OpenRA.WindowsLauncher.WindowsLauncher.RunGame(String[] args)

make test fails on openSUSE Tumbleweed, due to several errors

Hi,

Until recently my openra-raclassic package in the openSUSE Build Service built and ran make test without issue. Now the build is going fine, but the tests are not, with the errors:

OpenRA.Utility(1,1): Error: Weapon `stinger.spain`: projectile RangeLimit lower than weapon range!
OpenRA.Utility(1,1): Error: Weapon `stingeraa.spain`: projectile RangeLimit lower than weapon range!
OpenRA.Utility(1,1): Error: Buildable actor ttnk has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor dtrk has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ctnk has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor qtnk has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor mech has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor shok has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor msub has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor mech.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor mech.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor shok.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor shok.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ttnk.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ttnk.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor dtrk.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor dtrk.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ctnk.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ctnk.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor qtnk.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor qtnk.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor msub.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor msub.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Actor powerproxy.abomb is not constructible; failure: ActorInfo("powerproxy.abomb") failed to initialize because of the following:
OpenRA.Utility(1,1): Error: Weapon `stinger.spain`: projectile RangeLimit lower than weapon range!
OpenRA.Utility(1,1): Error: Weapon `stingeraa.spain`: projectile RangeLimit lower than weapon range!
OpenRA.Utility(1,1): Error: Buildable actor ttnk has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor dtrk has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ctnk has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor qtnk has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor mech has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor shok has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor msub has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor mech.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor mech.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor shok.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor shok.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ttnk.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ttnk.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor dtrk.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor dtrk.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ctnk.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ctnk.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor qtnk.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor qtnk.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor msub.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor msub.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Actor powerproxy.abomb is not constructible; failure: ActorInfo("powerproxy.abomb") failed to initialize because of the following:
OpenRA.Utility(1,1): Error: Weapon `stinger.spain`: projectile RangeLimit lower than weapon range!
OpenRA.Utility(1,1): Error: Weapon `stingeraa.spain`: projectile RangeLimit lower than weapon range!
OpenRA.Utility(1,1): Error: Buildable actor ttnk has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor dtrk has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ctnk has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor qtnk has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor mech has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor shok has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor msub has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor mech.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor mech.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor shok.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor shok.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ttnk.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ttnk.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor dtrk.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor dtrk.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ctnk.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor ctnk.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor qtnk.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor qtnk.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor msub.russia has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Buildable actor msub.turkey has prereq ~global-aftermath not provided by anything.
OpenRA.Utility(1,1): Error: Actor powerproxy.abomb is not constructible; failure: ActorInfo("powerproxy.abomb") failed to initialize because of the following:

Here is the full output of make test:

test.log

. Some of the errors are covered in #94. I have not noticed any issues in the brief time I've played the game so far, however.

Thank you for your time and patience,
Brenton

Build Tanya icon becomes enabled if Tanya goes in Helicopter (2nd Tanya cannot be built)

The icon for building a Tanya re-enables when Tanya has been built and has entered a Helicopter (a second Tanya cannot be built).

Steps to reproduce:
Build a Chinook Helicopter and a Tanya (and no repair bay)
Click on Barracks and note that Tanya icon is disabled the same way the mechanic icon is disabled.
Have Tanya enter a helicopter and click back on the barracks
Note the Tanya icon is now enabled

Shift-click on structures in menu

When you shift-click on a structure in the build menu,
it queues up 5 of the same structure to be built in a row.
Although this could be an OpenRA problem...

TODO List

These are high-level, and even if checked off it's probably not 100%. Can be broken up if work's done in smaller chunks, and stuff's definitely missing. Use ref/rules.ini as a reference! A few may have been committed without a PR on accident.

Mod

  • Update mod to release-20180923
  • Update mod to release-20181215
  • Update mod to playtest-20190106
  • Use the custom logo by kerbiter.

Factions

  • Allies and Soviet
  • Countries
  • Faction flag - discuss, use old allies logo color?

Tech tree

  • Lazily restore original tech tree (expansion units still showing up, and so are ants)
  • Fully restore original tech tree (fix above) (#7)
  • Restore aftermath unit tech tree (may want to tie into lobby option)
  • Add a checkbox that implemets some campaign units (Volkov, Chitzkoi and Phase Transport) and helicarrier in skirmish.
  • Tech levels (#30, #31)

Game

  • Starting credits (#27)
  • Starting units (#28)
  • Original maps (#37)
  • Counterstrike maps (#108, #109, #112, #119, #125)
  • Aftermath maps (#111, #123, #124, #127 some maps needs scripting and yaml changes)
  • Match original game speed values
  • Build queues (buildings, infantry, vehicle, aircraft)
  • Clean up build palette order to be sensible (#23, #36, ...)
  • AI (original RA AI is awful, tweak hacky AI for now)
  • Build radius as a lobby option (off by default, requires bleed engine version)
  • Aftermath units as a lobby option (off by default, but move to on later)
  • Hidden units as a lobby option (off by default)
  • Disable leaving husks; Possibly later, leave husks as a lobby option (off by default)
  • Crate spawning (#24)
  • Crate effects (#53, #58, #181)
  • Ore/Gem quantities
  • Radar bin colors, discuss if we change to original
  • Fog of war as a lobby option (off by default) (#25)
  • Terrain: discuss desert, temperate terrain expansion
  • Trees burning, does the original scorch to the ground? Discuss
  • Redeploy MCV as a lobby option (hidden rules.ini thing)

Structures

  • Building bibs (#17)
  • Build adjacency rules (#17, #19)
  • Adjust cost, health, power consumption (#2)
  • Adjust vision (#16)
  • Adjust build production acceleration rate
  • Adjust low power production speed penalty
  • Pillbox/camo pillbox + radius circles (#6)
  • Camo Pillbox show no remap to enemies.
  • Fakes (#21, #44)
  • Move silo, defenses, walls into buildings queue (#23)
  • Remove cash ticks (seems hard coded on Selling though) (#32)
  • Remove building death animations (#35)
  • Discuss/remove ally repair?
  • Discuss original game make animations speed (slower slightly in originals?)
  • Building survivors when destroyed

Walls

  • Discuss, keep line build?
  • Adjust values (#16)

Units

  • Adjust cost, build time, speed, vision (#10, #12, #13, #29, any left?)
  • Adjust rate of turn, turret rate
  • Remove infantry squish evasion (#18)
  • Validate proper vehicles can crush infantry (#72)
  • Allied Spy logic
  • Allied Thief logic (#33, #34, is it stealing the right amount?)
  • Determine if cargo didn't die when APC was blown up (#40)
  • Determine if infantry emit on sell
  • Minelayers (AP and AT)
  • Engineers (classic behavior) (#3 required amount of engis is possibly incorrect #56)
  • Flamethrower infantry (restore original projectile) (#20)
  • Aircraft entering shroud (#26)
  • Helipad comes with a free helicopter. (#207)
  • Reveal on fire
  • Sellable units on service depot (7ab6dab, fa6e852, 9b705b3, 543e700)
  • Adjust harvester and mammoth tank self heal rates

Weapons

  • Adjust weapon damage, range (#5, #67, any left?))
  • Explosions (#59, ...)

Superpowers

  • Allied GPS
  • Chronosphere (#4)
  • Iron curtain (#4)
  • Parabombs
  • Sonar pulse
  • A-Bomb

OpenRA RA Mod leftovers

  • Remove bounties (initial commit, #14)
  • Remove veterancy (#9)
  • Remove complex logic from tech buildings, restore original values (hospitals, forward command centers, etc...) (#3)
  • Remove low power overlay (#39), power down (#41)
  • Remove any other RA remnants (disable-player-experience.yaml, veterancy art, etc...)
  • Installer - re-use RA mod content location

UI

  • New sidebar (in progress by warman)

Cleanup

  • Potentially use sequence inheritance for civilian artwork PR (#65) (Fixed by #69)

Fixes from upstream

electro fires & death tick delays

In the original game a small fire was spawned after the infantry electro deaths.
Looking at youtube it appears to be fire2, then fire3.

Additionally, the death animations should include a tick delay of 80, as they currently all play much too fast.

	die6: die6
		Combine:
			electro:
				Length: 13
				UseTilesetExtension: true
				TilesetOverrides:
					DESERT: TEMPERAT
					INTERIOR: TEMPERAT
			fire2:
				Length: 14
			fire3:
				Length: 14
		Length: 41
		Tick: 80
		ZOffset: -511

debug.log reports an issue with inherited ^civilian sequences

It appears to be adding the .shp extension.
debug.log:
File not found: ^civilian.shp
File not found: ^civilian.shp
File not found: ^civilian.shp
File not found: ^civilian.shp
File not found: ^civilian.shp
File not found: ^civilian.shp
File not found: ^civilian.shp
File not found: ^civilian.shp
File not found: ^civilian.shp
File not found: ^civilian.shp

Hires infantry touch-ups

Civilians c2,c4,c5,c6,c8,c10: (c7 & c9 look fine)
-recolored the death sequence blood to match the default c1/c2.
example

E7:
-fixed the missing shadow on frame-40
example2

hires(r).zip

Implement Yak strafing

It would be good to get yak strafing in. I thought these values worked pretty well:
[rules/aircraft.yaml]
YAK:
->Armament@PRIMARY:
-->Weapon: ChainGun.Yak.Left
->Armament@SECONDARY:
-->Weapon: ChainGun.Yak.Right
-->Delay: 1

[weapons/smallcaliber.yaml]
ChainGun.Yak.Right:
->Inherits: ^ChainGun
->MinRange: 3c0
->TargetActorCenter: true
->ReloadDelay: 30
->Burst: 4
->BurstDelays: 1
->FirstBurstTargetOffset: -768,64,0
->FollowingBurstTargetOffset: 512,0,0

ChainGun.Yak.Left:
->Inherits: ChainGun.Yak.Right
->FirstBurstTargetOffset: -768,-64,0

Add checkbox for "PlayerScatter"

PlayerScatter=no

This might be a nice lobby option to include. Tank spam is so dominant mostly because of how easily infantry gets run over.

^Infantry:
->Crushable:
-->RequiresCondition: !checkbox.scatter
-->WarnPercentage: 0
->Crushable@SCATTER:
-->RequiresCondition: checkbox.scatter
-->WarnPercentage: 75

Classic Ore behavior

Does this change the OpenRA ore behavior to that of Red Alert/C&C?

in OpenRA mines produce more ore. if an ore stack is too large it bleeds out onto neighboring cells

in Red Alert/C&C mines AND ore actually produce more ore. This is also why harvesters in the classic games mine a field diagonally as it maximizes the yield from the field. Also means you have to balance how fast you mine a field. too fast and it produces less over time.

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