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Posted: Sat Jan 26, 2013 5:04 pm
by Nyerguds
Maps which are all quite small and definitely designed for weaker computers and low resolution by Westwood.
Not as if C&C has anything else than "low resolution"... the maximum map size in the game is only 62x62 cells.

Posted: Sat Jan 26, 2013 7:25 pm
by JOo
Energy-Bar is fucked up

Image

Image

Posted: Sat Jan 26, 2013 9:29 pm
by BaronOfStuff
A classic-inspired mod wouldn't be complete without the option of using the original 8 player colours!

Posted: Sun Jan 27, 2013 1:28 pm
by Matt
BaronOfStuff wrote: A classic-inspired mod wouldn't be complete without the option of using the original 8 player colours!
You could enforce the colors in map.yaml as a workaround. Have a look at Scott's single-player missions.

Posted: Sun Jan 27, 2013 3:48 pm
by BaronOfStuff
Yeah, I've done that before. It's not quite the same though! ;)

CnC classic

Posted: Sun Jan 27, 2013 6:34 pm
by Matt
I prepared https://github.com/OpenRA/OpenRA/pull/2632 with support for classic C&C95 game rules. There are still lot's of quirks. The most annoying is a transparency problem with the chrome in-game UI. The skin looks fine, but was designed for code from several years ago and shows some strange transparency problems. I also have problems re-adding the movement flash https://github.com/OpenRA/OpenRA/issues/2592 which has been removed by sleipnir some time ago. The single-player mission code is very old and was disabled. I fixed the crashes on start-up and moved it into the new born cnc-classic mod. The mission scripting does not work as intended. The gun boat won't auto-attack and move orders will crash the game. I changed the hover craft to the original SHP which swallows the units on it.

Posted: Sun Jan 27, 2013 6:50 pm
by Matt
JOo wrote: Energy-Bar is fucked up
It is hard to help you with only screenshots. Can you upload your changes to GitHub preferrably forking https://github.com/Mailaender/OpenRA/tree/classic-ra?

Re: CnC classic

Posted: Sun Jan 27, 2013 8:02 pm
by Sleipnir
Cmd. Matt wrote: I changed the hover craft to the original SHP which swallows the units on it.
This is because you've set the roof sequence to the original shp, causing the same artwork to be drawn twice - once below the cargo, and again on top of it.

Posted: Sun Jan 27, 2013 8:44 pm
by JOo

Posted: Sun Jan 27, 2013 9:49 pm
by Harisson
really nice red menu. Simply and nice !
How about creating old-style sidebar with 2x12 instead 3x8 and with power bar on left side?

Look at this image:
Image

Posted: Sun Jan 27, 2013 10:19 pm
by Matt
http://www.redalertorigins.com/ is a funny project recreating it using Starcraft II.

Anyway I prepared something at https://github.com/OpenRA/OpenRA/pull/2633

Posted: Mon Jan 28, 2013 2:23 am
by Generalcamo
You guys still need:

Capture the Flag (should integrate this with all the mods though)
An option to disable Aftermath units (yes, it was in the original)
Yak Strafing
Classic Spy Logic

But so far, so good.

Posted: Mon Jan 28, 2013 3:01 am
by psydev
Generalcamo wrote: You guys still need:

Capture the Flag (should integrate this with all the mods though)
An option to disable Aftermath units (yes, it was in the original)
Yak Strafing
Classic Spy Logic

But so far, so good.
Just to be the devil's advocate, I don't think every feature necessarily *needs* to be included in order for the first phase of development to be considered completed. Further features can be left for the future/other developers. The purpose of creating Classic mods should be first and foremost to recreate the original as closely as possible. I think the game as it's most commonly played should take priority. Game modes like capture the flag might fairly be called secondary. Opinions will differ about how necessary other things are, like say disabling units from Aftermath. Most game expansions, however, typically make the game better, and don't leave much behind.

Posted: Mon Jan 28, 2013 3:12 am
by psydev
With all that said, I have my own suggestion for recreating the original options. :)
The original RA had factions to choose from: Russia, Ukraine, England, France and Germany. Their unique traits were (respectively): 10% lower prices, 10% faster units, 10% more armor, 10% greater firepower, and 10% increased firing rate.

These factions could probably be created in YAML by creating new units, weapons and structures for each side. However, a hard-coded solution would probably be more elegant, and maybe easier. Having a hard-coded "faction adjustments" function which you could specify in a single yaml file would probably save time on repetitive tasks for people who mod and edit values in yaml, etc. They would have to make changes for each faction's yaml every time they edit a unit/structure/weapon.

In the original Red Alert, each side was always required to pick a faction. So it can be fairly said this was an integral part of gameplay. However I wouldn't say it is absolutely crucial.

Posted: Mon Jan 28, 2013 7:55 am
by Matt
I suggest you make tickets for your ideas at http://bugs.open-ra.org/ so we don't loose the overview but I don't promise to work on them immediately. First I want to know if people will in fact play the mod as it competes with lot's of projects that instead improve the original Freeware game experience with binary hacks like http://redalert1.com/ http://iran.cnc-comm.com/ra/ http://redalert95.tk/ http://www.stuffhost.de/files/redalert/ http://nyerguds.arsaneus-design.com/cnc ... html#ra303 and http://cncnet.org/.