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
>smiles hearing back the thunderstorm sounds he added into OpenRA's RA1 mod
They do bother with the playtests though. That super long tournament last week or around was running on the Halloween playtest.
hamb and r34ch pretty much took control of the balance direction during this dev cycle, which resulted with that many changes balancewise in the RA mod.
Downgraded assets. Ppmforums.com
Maybe we'll see that happening one day. There is a chance.
That animation was made with the TS palette and available from TibWeb from what I remember. I agree it dies suck, but whatever.
Whatever gets done. The first CD OpenRA release will only arrive for a version which already ships the TS mod, and since there's only rough estimations about when will that happen, CD simply just goes forward.
One of OpenRA's depths is the modding ability of the engine. While the aims you list are out of scope for the basic mods, you're free to create a mod revolved around them.
I love the GL-4. That unit design is so crazy that it begs to be a YR unit. :D
I'll prolly use that tread design myself as well at a later point. Thanks for the inspiration, wouldn't even heard of it on my own.
Drop Pod logic does not exist in OpenRA at the moment.
Threat Rating Node logic neither - albeit the units don't even need it imo.
Yes, exactly. Changing it ingame is not supported.
The 4 mode already exist, just without a GUI. See Github.com
There is already a BMP - and between the two the designs are pretty much just the turret. This lets the two to be much more distinct ingame.
First my Buick, now my Austin... holy ****, dude, holy ****.
Unfortunately the project steered away pretty fast from the TS limits rendering many of the already-implemented units impossible to backport - and we're still on T3 - so I highly doubt such a backport can be made.
I have so far run OpenRA on three of my OSes so far and the sole time I ran into issues was caused by my GPU having a really terrible driver support in the last Linux builds. I guess if you tell your issue having with the game we can find a solution for it.
I also wonder when did you gave it a try - I couldn't get it working at all back in around 2012/2013 neither on the 2 PCs I tried back then, but it became a lot better in that regard since then.
Portable installs are possible if you install it like you'd then create a directory named support in the installed folder.
OpenRA having Dune 2000 is entirely optional, you can play the other games/mods - depends on POV how they're referred - without Dune 2000 installed.
Open a new issue for it.
Can I join? :D
I can be a really good Team Idiot. :D
The Crane looks great. The rest are pretty generic design wise though. Still good.
OpenRA.Utility.exe [modfolder] --check-yaml
That is a corrupted WAV file and not something music.yaml should cause. You're not trying to play MP3-encoded WAVs there aren't you?
It should tell you that as well, both my Windows and my Linux thrown the actual line number and filename directly after such an exception in square brackets. It sounds like you mod a build which lacks debug information but even the official packages are compiled with that. I'm puzzled.
It's probably taking a while to get used to, but TS crashes were even worse - that thing wouldn't even spit out a useful message. The exception.log spits out relevant info in 90% of the time.
Also, maybe you should read the trait documentation before jumping into modding. github.com/OpenRA/OpenRA/wiki/Traits-(playtest)
Thankfully the recent changes in OpenRA performance-wise allow a TS/RA2 based mod to be played well with 6 AIs on an AMD Athlon II X3 450 with 2 GB RAM even with the voxels being slow (gameplay is still faster than 3 AIs on Generals with the same PC), although indeed, the requirements at Github.com would probably not be enough for the TS/RA2-based mods.
We'll see, if it causes an issue in the long run, there's still the option to convert all voxels to SHPs and gain performance that way. I assume that'll only be decided to happen after some public feedback though.
The aforementioned issue with voxels are tracked at Github.com with all the geeky talk involved in it.
Neither TS neither OpenRA uses models directly. All the infantry you've seen in TS/RA2/OpenRA are actual rendered images, just plenty of them.
And due to this, a say 30x60 frame will take the same amount of processing time, regardless if it's an explosion/TS pixelart infantry/RA2-based rendered infantry or this.
The voxels are handled different, though, with TS/RA2 having a simple renderer while OpenRA converts them to a model in the memory - latter is indeed slow and indeed might be a problem in the long run.
It was always that way since Tiberian Dawn. All deploy animations play backwards during undeploy and all buildup animations are played backwards during building selling.