[MOD] RA Classic - a Red Alert 1 inspired mod
The patch review and playtest release process is indeed kinda slow. Have fun with https://www.dropbox.com/s/yto40a5qzh168 ... -02-20.zip It is a compilation of all classic gameplay related additions awaiting to be merged into OpenRA. The artwork problems indicate that this is far from release quality.
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
Can't reproduce that. Might be something else happening. A look at the exception.log would have been helpful.BaronOfStuff wrote: ↑Crashed for me after building an Ore Refinery...
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- What I noticed is that the ocean looks awful in converted maps and it spawns the land crates on water.
- wrong-crate.png (3.18 KiB) Viewed 35592 times
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
Turns out it wasn't the Ore Refinery, but the GPS Satellite. From exception.log:
I'd most likely just built an Ore Refinery as the GPS took effect.
Code: Select all
Exception of type `System.InvalidOperationException`: Actor does not have trait of type `OpenRA.Mods.RA.HiddenUnderFog`
at OpenRA.TraitDictionary.TraitContainer`1.Get(UInt32 actor)
at OpenRA.TraitDictionary.Get[T](Actor actor)
at OpenRA.Actor.Trait[T]()
at OpenRA.Mods.RA.Effects.GpsDot.Tick(World world)
at OpenRA.World.<Tick>m__88(IEffect e)
at OpenRA.WorldUtils.<DoTimed>c__AnonStorey2A`1.<>m__5C(T x)
at OpenRA.Exts.Do[T](IEnumerable`1 e, Action`1 fn)
at OpenRA.WorldUtils.DoTimed[T](IEnumerable`1 e, Action`1 a, String text, Double time)
at OpenRA.World.Tick()
at OpenRA.Game.Tick(OrderManager orderManager)
at OpenRA.Game.Tick(OrderManager orderManager, Viewport viewPort)
at OpenRA.Game.Run()
at OpenRA.Program.Run(String[] args)
at OpenRA.Program.Main(String[] args)
It was a converted map, but the problem might be somewhere else. Both the similar looking water tiles next to each other and land crate on water.
By the way. Does anyone know where to find the code of the OpenRA modifications presented here https://vimeo.com/36438507? He already implemented some wanted legacy features including the two-pane side-bar and game options.
PS: The creator of the video answered and kindly shared their code https://www.dropbox.com/s/nf0kck2i6145a ... tDance.zip although it is an old git repository and full of compiler warnings we might be able to re-use some parts like classic engineer behavior and vertical two pane layout.
By the way. Does anyone know where to find the code of the OpenRA modifications presented here https://vimeo.com/36438507? He already implemented some wanted legacy features including the two-pane side-bar and game options.
PS: The creator of the video answered and kindly shared their code https://www.dropbox.com/s/nf0kck2i6145a ... tDance.zip although it is an old git repository and full of compiler warnings we might be able to re-use some parts like classic engineer behavior and vertical two pane layout.
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- Posts: 2
- Joined: Fri Nov 23, 2012 11:06 am
I merged both classic-ra and classic-cnc together: https://github.com/Mailaender/OpenRA/co ... assic-mods It is rebased onto latest bleed now and I added the classic engineer game-rules https://github.com/Mailaender/OpenRA/co ... faf2b411f1 Making the fog-of-war optional needs a rethink because target calculation now depend on it since we added per-player shrouds. This might desync if we simply turn off the renderer. A float based build speed modifier might also create new desyncs and requires redo. Can't get the https://github.com/TM-PD/FirstDance/blo ... eWidget.cs to work because it is heavily bit-rotted.
https://github.com/OpenRA/OpenRA/issues/2740 is the current task and wishlist.
Added the thief and https://github.com/OpenRA/OpenRA/pull/2741 has been merged into bleed. Will add this to the installer distributions once the GUIs are done. Currently only allies chrome is only slightly reskinned and the cnc-classic chrome is bit-rotted.
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- ugly artifacts in the C&C classic chrome
- cnc-classic-artifacts.png (70.85 KiB) Viewed 35179 times