TS/RA2 Voxel Support

Information and discussion for custom maps and mods.
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Sleipnir
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Post by Sleipnir » Sat Mar 09, 2013 1:22 am

Silly compiler bugs... The mono 2.10.11 compiler accepted that dodgy code without complaint. Fixed.

Matt
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Post by Matt » Thu Mar 14, 2013 5:43 pm

Mono 2.10.11? Is this a Mac release only? Thought latest stable was 2.10.9. I am currently on Mono 3.0.6.

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Sleipnir
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Post by Sleipnir » Fri Mar 15, 2013 4:14 am

Looks like it is, but the mono site doesn't have any release notes for it...

Code: Select all

paul@Odin:~$ mono --version
Mono JIT compiler version 2.10.11 (mono-2-10/2baeee2 Wed Jan 16 16:40:16 EST 2013)
Copyright (C) 2002-2012 Novell, Inc, Xamarin, Inc and Contributors. www.mono-project.com
	TLS:           normal
	SIGSEGV:       normal
	Notification:  kqueue
	Architecture:  x86
	Disabled:      none
	Misc:          softdebug 
	LLVM:          yes(2.9svn-mono)
	GC:            Included Boehm (with typed GC)

Matt
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Post by Matt » Wed May 01, 2013 6:34 am

Still compiler errors with make all

Code: Select all

OpenRA.Editor/RenderUtils.cs(48,29): error CS0117: `OpenRA.Traits.RenderSimple' does not contain a definition for `GetImage'
/home/matthias/Projekte/OpenRA/OpenRA.Game.exe (Location of the symbol related to previous error)
OpenRA.Editor/RenderUtils.cs(50,43): error CS0165: Use of unassigned local variable `image'
Compilation failed: 2 error(s), 0 warnings
make: *** [OpenRA.Editor.exe] Fehler 1
Last edited by Matt on Wed May 01, 2013 10:01 pm, edited 1 time in total.

Matt
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Post by Matt » Wed May 01, 2013 6:41 am

Crash when I built the APC in voxeltest mod:

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Exception of type `System.ArgumentException`: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.String,OpenRA.Mods.RA.Render.MuzzleFlash].Add (System.String key, OpenRA.Mods.RA.Render.MuzzleFlash value) [0x00163] in /home/abuild/rpmbuild/BUILD/mono-3.0.7/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:450 
  at OpenRA.Mods.RA.Render.WithMuzzleFlash..ctor (OpenRA.Actor self) [0x0014f] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Render/WithMuzzleFlash.cs:63 
  at OpenRA.Mods.RA.Render.WithMuzzleFlashInfo.Create (OpenRA.ActorInitializer init) [0x00001] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Render/WithMuzzleFlash.cs:30 
  at OpenRA.Actor..ctor (OpenRA.World world, System.String name, OpenRA.FileFormats.TypeDictionary initDict) [0x000bf] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Actor.cs:94 
  at OpenRA.World.CreateActor (Boolean addToWorld, System.String name, OpenRA.FileFormats.TypeDictionary initDict) [0x00001] in /home/matthias/Projekte/OpenRA/OpenRA.Game/World.cs:151 
  at OpenRA.Mods.RA.Production.DoProduction (OpenRA.Actor self, OpenRA.ActorInfo producee, OpenRA.Mods.RA.ExitInfo exitinfo) [0x00014] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Production.cs:54 
  at OpenRA.Mods.RA.Production.Produce (OpenRA.Actor self, OpenRA.ActorInfo producee) [0x0006f] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Production.cs:123 
  at OpenRA.Mods.RA.ProductionQueue.BuildUnit (System.String name) [0x0004e] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Player/ProductionQueue.cs:332 
  at OpenRA.Mods.RA.ProductionQueue+<ResolveOrder>c__AnonStorey1B7.<>m__57B &#40;OpenRA.World _&#41; &#91;0x00085&#93; in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Player/ProductionQueue.cs&#58;250 
  at OpenRA.World.Tick &#40;&#41; &#91;0x00172&#93; in /home/matthias/Projekte/OpenRA/OpenRA.Game/World.cs&#58;206 
  at OpenRA.Game.Tick &#40;OpenRA.Network.OrderManager orderManager&#41; &#91;0x0016e&#93; in /home/matthias/Projekte/OpenRA/OpenRA.Game/Game.cs&#58;192 
  at OpenRA.Game.Tick &#40;OpenRA.Network.OrderManager orderManager, OpenRA.Graphics.Viewport viewPort&#41; &#91;0x00033&#93; in /home/matthias/Projekte/OpenRA/OpenRA.Game/Game.cs&#58;139 
  at OpenRA.Game.Run &#40;&#41; &#91;0x00028&#93; in /home/matthias/Projekte/OpenRA/OpenRA.Game/Game.cs&#58;481 
  at OpenRA.Program.Run &#40;System.String&#91;&#93; args&#41; &#91;0x00011&#93; in /home/matthias/Projekte/OpenRA/OpenRA.Game/Support/Program.cs&#58;91 
  at OpenRA.Program.Main &#40;System.String&#91;&#93; args&#41; &#91;0x00032&#93; in /home/matthias/Projekte/OpenRA/OpenRA.Game/Support/Program.cs&#58;36

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Sleipnir
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Post by Sleipnir » Thu May 02, 2013 12:05 am

Yeah, those are known problems with the render-split refactoring branch that the voxels branch is currently based on.

Once I get some free time back I want to start moving forwards with this again, aiming to get it merged for release N+1.

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Sleipnir
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Post by Sleipnir » Fri May 03, 2013 8:57 am

Image

Thanks to Katzsmile and Cmd. Matt, we now also support TS/RA2 sprites.

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secret
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Post by secret » Fri May 03, 2013 11:47 am

*Drops tear*

So, the next release will feature support for TS/RA2 SHPs? How will I, the average joe be able to implement them? Is there a trait that says they're using that palette?

Sweet work, nonetheless.

Also, is it me or shadows are missing?

raminator
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Post by raminator » Fri May 03, 2013 2:15 pm

shadows are missing on the buildings but are there on infantry and voxels :)

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secret
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Post by secret » Fri May 03, 2013 4:41 pm

raminator wrote: shadows are missing on the buildings but are there on infantry and voxels :)
Are you sure? AFAIK there are inf. units that have those shadows attached to their image frames, not to the shadow frames...

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Sleipnir
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Post by Sleipnir » Sat May 04, 2013 12:23 am

Our current set of rendering traits don't understand split shadows or building animations split across multiple files. We'll add new traits to support these when the time comes. Infantry shadows are combined with their images, and voxel shadows are rendered dynamically.

Shp(TS) is a first class format-citizen. You don't need do anything special to tell the game to use them. You can use the existing palette mechanism to set a different palette for specific actors.

These changes won't make it into the next release (the top priority is for a new stable version, so we're only merging bugfixes at this stage), but one of the focuses for the next release cycle will be native support of TS/RA2/D2K assets.

Matt
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Post by Matt » Sat May 04, 2013 4:43 am

Katz told me that TS and RA2 make more extensive use of SHP overlays (not just shadows) which is currently not supported in a generic way. Plus there might be work to be done to support the TS/RA2 .mix files as well as the terrain format which might include 3D meta-data.

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Petrenko
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Post by Petrenko » Wed May 08, 2013 11:00 am

So i guess we should add new branches to the content-page, hmm? :3
Hail to the soviets!

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Harisson
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Post by Harisson » Mon May 20, 2013 10:01 pm

IMO these voxels are nicer than in RA2

WolveNZ
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Post by WolveNZ » Mon May 27, 2013 5:48 am

They certainly show the lack of Detail that RA2 had... :/

But, none-the-less, looks pretty sweet! would be awesome so see RA2 on OpenRA at some stage

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