Search found 144 matches

by lucassss
Mon Nov 21, 2016 10:26 am
Forum: General Discussion
Topic: Gap Generator, Balance, Projectile Shadows - Playtest Build
Replies: 10
Views: 7281

Yay, GAP reduces vision, it's a dream come true
by lucassss
Fri Oct 21, 2016 6:40 pm
Forum: General Discussion
Topic: [Idea] Alarm-system against spies
Replies: 9
Views: 5728

I think that giving tanks the ability to detect stealth will make stealth much less useful. Maybe we can remove stealth detection from all defensive structures except for AA?
by lucassss
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 ...
by lucassss
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...
by lucassss
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

Maybe instead of a hardcoded list of mutators, mutators should be zip files containing yaml and lua patches that can be selected just like maps from the resource center. This would allow people to create new mutators when needed.
by lucassss
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...
by lucassss
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...
by lucassss
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...
by lucassss
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

In the document that was sent by email, I'm supposed to play against snake, not against fundahl, what gives?

I think you mixed round 1 and round 2.
by lucassss
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...
by lucassss
Wed Aug 31, 2016 5:51 pm
Forum: General Discussion
Topic: Chronoshiftable naval transports
Replies: 23
Views: 16261

it reminds me of something that I noticed, demo trucks don't explode when killed as part of a transport's death.
by lucassss
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...
by lucassss
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, ...
by lucassss
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...
by lucassss
Wed Aug 24, 2016 12:41 am
Forum: Mapping and Modding
Topic: Shattered Paradise
Replies: 11
Views: 14167

Looks very awesome, hopefully we can do more 1v1 this weekend.