Or Graion Dilach. No more needed to be said, because I used this name everywhere I turned up and nobody ever else used it.
Who knows who I am, knows what shall expect. Who does not, well, google then. :P
Taking some action is why I got the PC without GPU in the first place - the GPU broke during assembly in the shop/whatnot and it's getting replaced under warranty and they decided to throw me what worked before the spares arrived.
I can test this under the TS mod though if I really want to (apparently, the TS terrain sheet size is still fine for an Intel HD 2000, RA2 and onward results with an instacrash during map load, but I also run out of VRAM during matches in CD afterall), it's just that I am struggling for 2 months now because I wanted to buy a hardware I can actually fluently run AS.
I can imagine I have to play with the chassis color scheme at a later point though (probably by creating another voxel chassis palette), but I'm fairly sure it looks fine otherwise, since I am following my own style and size setup here.
You don't need a terrain editor, OpenRA can use SHPs as terrain (with each cell being a frame).
Does this involve properly inheriting the stuff from the cnc mod which you don't touch (terrain, content mixes, the cnc dll, etc) instead of c'n'p duplication and using a proper tool to convert your messed-up space-based indentation to proper tab-based one?
Also removing the monstrous amount of armors. I'm not sure if space works there (space never worked in WW games) but damn, don't tell me you require over 9000 armors. You can use armor layers if you want to go so crazy - give an actor multiple armor traits and the versus will stack.
Have to acknowledge, you just gave me ideas to progress with the logic behind this further. Thanks.
It's still planned, yes. That's everything which can be stated regarding it though.
There was an actual Pole interested in picking up the unit, however this apparently didn't happened (yet or overall, I don't know).
I asked it on the IRC if anyone was interested but noone replied - Logs.openra.net - so I took that as no interest.
The weapon warhead has a list of units to spawn and when the explosion is triggered, it looks around in arange of cells to see if it can place these units down. If it could, it spawns them. Literally the same way a lot of YR-Ares support SWs worked (Zephyr Beacon, Molebomb, Motor Ambush, Risen Railgun to list a few Mental Omega examples) except that they can be triggered in other ways besides support powers.
Ofcourse, this won't be so common ingame but the idea is something I really want to play further on.
Yer, but the Prism Fortress is actually a bulky and strong unit, while the Flak Truck was always one that died just by looking at it. :P
Most of the issues with your old voxel was that it was too bulky afterall, so it would actually put the two comparable. This feels like a wasted Secret Lab boon.
In any case, regarding Secret Lab tech, I'd advise to keep all boons on the same tier strength, to make all boons semi-balanced atleast.
Might been better to use your previous iteration of the Flak Track voxel as the base chassis IMO.
Achievement unlocked: Superawesome legacy support.
Great job, nevertheless. I totally forgot the game originally even had it until this screenshot.
The cameo style also seems to be even more blending-together than the Allied one is and I'm still notsure if that is good enough when you see more of these together in your sidebar next to each other.
Have to say though - this War Miner design looks lackluster. I can see the intention, but it gives me more of an APC feeling than a harvester.
Is the WW gclock2.shp still used along with this? The corners might shine with that. Also it might be too smooth if a lot of these are on the sidebar together but I'm interested how all units will look in this.
Well, I was unaware the Cruiser being a country-specific variant of the Dreadnaught - I guess neither of you mentioned this anywhere before -, in that case, it sounds valid (but still odd).
It was about time.
Personally I'm not very fond of the idea of the Cruiser and the Dreadnought sharing a hull. The new Sea Scorpion also seems like if it's turreted and the offset is a bit wrong with the back part of the turret overlapping with the remapped details of the body. It's a bit weird to see such a compact SS though after WW's.
Use the beta HVA Builder for 360s, less chance to throw the white-frame-in-gif-bug.
Nope, it's not Confed. The design was scavenged from another mod indeed, but not Paradox.
Go Dutchy, go! :D
You're not even remotely funny.
Call me up regarding the yaml things, I have great experience in that. :)
Sorry for joining late to the party, but this is wrong. A mod does not have to follow the game's license. The WW games aren't under GPL license either. What needs to follow the GPLv3 license is the engine expansions CD might add into the game - in other words, if CD decides to run it's own mod DLL. (Which I honestly doubt, because in that case I'll be doing that expansion mostly and in that case, I'll be running it under the AS DLL, which is already in GPLv3 due to the above.)
Technically speaking, the WW(-derived) assets in mods are freeware and not GPLv3 (unless it's RA2-originated because then it's kinda semi-acceptable "freeware", kinda like how Blizzard never asks where did you got the Warcraft assets in your Starcraft mod).
TL;DR: Licensing CD with a standardized CC or GPL license will not happen because of most cases the artworks themselves are technically public under a fair-use-alike license used within the C&C modding community. However, any third-party code CD will utilize will be under GPLv3 and that's everything which can be done in this regard.
The MLRS is the best.
Oh wow, this looks great.
Tick: 7.5 ms
Render: 6.1 ms
I so hate you right now...
Sorry, missed your comment - even though the answer was among in every third main comment, such open betas will only happen after there is atleast an OpenRA playtest with the TS mod included.
Only noticed it now... don't think so. The radio fuzz was only part of the aircraft voicesets though and so far IIRC I haven't wrote a set to such.
I tend to mention it a lot of places. Even during the streams.
Nah, feel free to bother. Although I'm gonna assume you has a base knowledge of Yuri's Revenge and read the AS lore - iow what's at the top of this page.
Currently 6 factions are planned. I also have an in-house rule that a subfaction requires to have 8 unique units at least which gives the subfactions a level of specialization matching C&C Shockwave, Kane's Wrath or Mental Omega.
Allies are basically West-Europe. With the jammed communications and the fall of the US, the Europeans literally lost their outside connections and left alone against fighting. Allies will pretty much be using the RA2 Allied technology excluding some units (IFV, Destroyer, Aircraft Carrier went to Pacted, Robot Tanks got taken over by Oppressors). The playable subfactions are Great Britain, Germany and France.
Soviets are the "least changed" faction from Yuri's Revenge, still relying on brute firepower and whatnot. While they also suffered losses due to the Oppressor probe, they still ended up suffering the least from the chaos. Playable subfactions are Russia, Iraq and a yet-unnamed third subfaction, which I plan to expand/explain in the next newspost. (Cuba lost in the US takeover and Lybia is assumed to be losing the war against the Allies)
The Yuri faction will receive a heavy makeover, and got a lot more traditional in terms of gameplay as a nerf compared to it's YR meta where it was outright banned. This might get reverted at some point due to OpenRA possibilities but the last YR build went this way due to overusing a lot of YR traits for the faction which I hope I can change now. Lorewise they ended up forced back into their remnant places and might have a lesser role in the story than what would one expect. Playable subfactions are pretty much the now-traditional -in-YR-modding-scene Antarctica, Falkland Islands and Easter Island - atleast for now.
Pacted is the eastern branch of the Allies revolved around South Korea which ended up separated after the fall of the US. Their gameplay felt a lot like a mixture between RA2 Allies and GDI in the YR-based builds which I hopefully have the chance to refactor into something more unique now with OpenRA. The playable subfactions are South Korea, Japan and Australia.
The Freedom Confederate in terms of gameplay style aims to be a YRified GLA. The faction revolves around a resistance network formed from American civilians who went patriotic even after the Allies gave up defending the nation, revolved around Carmen Gel, a key figurine behind the movement. They will only have two subfactions, the Insurgents (ex-Looters) who use outdated military equipment seized from abandoned military bases and the Scavengers who rely on "upgraded" makeshift weaponry. Right now, the team loves the Confeds and so far they benefited the best from the engine switch at this point.
Oppressors are Oppressors. No spoilers about them - their main selling point is that most of the time you'll play as the human factions who literally have no idea who or what they are, but just being forced to deal with them.
Yes, yes, absolutely. OpenRA is a lot more generic. In YR, many traits and possibilities had a lot of hardcoded limits which would take a lot of effort from Ares to circumvent (many times the ones which got circumvented ended up having their own new issues added to the mix). OpenRA scales a lot better, with a lot less limited interactions between these possibilities.
On the other hand, OpenRA atm still lacks a lot of YR-specific features, but with time, I'll get the ones done.
Also, to put it bluntly: when YR fails on me, it means I have to scrap some stuff because Westwood couldn't do some stuff right/hacked their own code for their similar thingy to work and ignoring many other cases - helicopters would never try to face their target if they've been told to only attack targets in front of them as one example.
When OpenRA fails on me: it's either due to the stress-test nature of my mod, which pretty much turns out to be too much for the game (and the devteam treats it like a minor bug), either a limit which is planned to be lifted in time during their TS completion either something I can try to lift myself in their code. In all cases, I can still work with what I have and prioritize stuff which will work.
And since I've familiarized myself with the OpenRA-codebase last year, I can even extend the OpenRA logics - a lot easier than how I could extend YR logics.