Search found 144 matches
- Mon Nov 21, 2016 10:26 am
- Forum: General Discussion
- Topic: Gap Generator, Balance, Projectile Shadows - Playtest Build
- Replies: 10
- Views: 7281
- Fri Oct 21, 2016 6:40 pm
- Forum: General Discussion
- Topic: [Idea] Alarm-system against spies
- Replies: 9
- Views: 5728
- Sun Oct 09, 2016 2:25 am
- Forum: General Discussion
- Topic: Mobile gap generator
- Replies: 3
- Views: 2842
Mobile gap generator
I'm beginning to think this is the most useless unit in the game. MAD tank/Mammoth/Apache can be useful against all sides in some edge cases, but for this one, the only case where it seems to be useful is in an allies vs allies matchup where the enemy allies have GPS, which is insanely specific. Is ...
- Tue Sep 27, 2016 11:09 pm
- Forum: General Discussion
- Topic: Should building existence be visible through the fog?
- Replies: 1
- Views: 1856
Should building existence be visible through the fog?
In current OpenRA, if I scouted a building, I can later target it with artilleries/v2/whatever, and they will magically know whether it was destroyed. Why not disable this and have them attack the ground whether the building is there or not? Sure, microing players will still be able to figure this o...
- Sat Sep 24, 2016 12:12 am
- Forum: General Discussion
- Topic: If the devs implement mutators, what kind would you want?
- Replies: 17
- Views: 15680
- Sun Sep 18, 2016 9:58 pm
- Forum: General Discussion
- Topic: How I got OpenRA to run on a very old GPU
- Replies: 4
- Views: 3176
Actually in this case, I can explain the change quite easily. I began by using the debug display to find out that the thing takes long is "render" and not "tick". "render" is drawing things to the screen while "tick" is game logic. After that, I modified openra code to display times for different pa...
- Fri Sep 16, 2016 11:45 pm
- Forum: General Discussion
- Topic: How I got OpenRA to run on a very old GPU
- Replies: 4
- Views: 3176
How I got OpenRA to run on a very old GPU
As some of you may have seen, I had to switch to a really old computer for a while. At first, I noticed that this computer takes too long to render. After some hacking in the source code, I managed to implement a "low-detail" mode for OpenRA. In case you are wondering, this is how it looks: http://i...
- Wed Sep 14, 2016 6:04 pm
- Forum: General Discussion
- Topic: Frameskipping in OpenRA
- Replies: 0
- Views: 10024
Frameskipping in OpenRA
I'm trying to run ORA on a very old machine that has problems rendering frames in time. graion and I thought that maybe adding frame limiting will help, but when talking about with graion, he showed me this line: https://github.com/OpenRA/OpenRA/blob/a10fd292539173e575a7136aab152f61b209f08f/OpenRA.G...
- Sun Sep 04, 2016 11:58 pm
- Forum: Competitions and Events
- Topic: RAGL - Fixtures, Results for Round 1 (September 5th - 11th)
- Replies: 11
- Views: 7733
- Sun Sep 04, 2016 2:22 am
- Forum: Mapping and Modding
- Topic: "Blood" traits
- Replies: 1
- Views: 2892
"Blood" traits
I've implemented these for something in Shattered Paradise, but I think it may be of interest in general, so I'm publishing this here as well. I've created two new Traits for OpenRA: BloodCashTrickler and GivesBloodBounty. The BloodCashTrickler trait makes a structure gain money for its owner for ev...
- Wed Aug 31, 2016 5:51 pm
- Forum: General Discussion
- Topic: Chronoshiftable naval transports
- Replies: 23
- Views: 16261
- Sun Aug 28, 2016 11:38 am
- Forum: General Discussion
- Topic: Combat analytics
- Replies: 10
- Views: 7197
http://pastebin.com/FCXPcbaW - Patch to modify OpenRA http://pastebin.com/7iNXuuXB - Utility to analyze debug.log (I use command line '<' to make it input) The whole idea to extend the analysis utility as much as we want. For example, the next thing I want to add is information about damage effectiv...
- Sat Aug 27, 2016 9:11 pm
- Forum: General Discussion
- Topic: Combat analytics
- Replies: 10
- Views: 7197
Can a lua script dump lots of data to a file? The whole idea is that we don't know in advance what to analyze, so we just record every time something damages something and then run an analyzer program on the report. What I showed is the output of the analyzer, but every damaging hit is saved. Also, ...
- Sat Aug 27, 2016 7:37 pm
- Forum: General Discussion
- Topic: Combat analytics
- Replies: 10
- Views: 7197
Combat analytics
I've been helping Noit with some testing of the Shattered Paradise mod and I had the idea to see which units are dangerous to who. Turns out that all it takes is changing 2 lines in the source code of OpenRA and you can get that info dumped into a debug file and later analyzed but another python pro...
- Wed Aug 24, 2016 12:41 am
- Forum: Mapping and Modding
- Topic: Shattered Paradise
- Replies: 11
- Views: 14167