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Great mod, my .02 cents!

Posted: Tue Oct 16, 2012 6:14 am
by epice
Really like this mod, surprised that it just feels right. Before I played it I expected it to feel off, like not sure how to describe but you know when something feels off? Well it doesn't, good job!

I've only played Red Alert so far and only ran into one bug, there was a MIG sitting on the ground. It had no health bar and couldn't be killed. It blew up when all that players buildings were destroyed though.

Now if I can put in a few suggestions for changes and whatnot.
-Removed the pip/bib infront of buildings (you know the little patch of dirt)
I always hated that thing, why is it there? I used to .ini mod RedAlert and the first thing I would do is removed that from all the buildings that don't need it! Game is so much better! Only buildings that NEED it are Barracks, Refinery, and War Factory. It was there in C&C to prevent players from accidentally walling themselves in but its not needed in RA.
I mean really, why does a helipad need that, or a power plant? You've made enough changes to the game that this should be an acceptable change.

-Zoom instead of pixel doubling
People who don't have pixel doubling on have an advantage, maybe just add the ability to zoom in/out with the scroll wheel. Not like its being used for the sidebar anymore. A lot of players just turn off their radar because they don't need it when they can see the entire battlefield.

-Customizable controls
Let me choose my own home/latest event/etc... button.

-Make base defenses build able farther away
Like 2-3 cells instead of 1 cell of space between a friendly building and where you can put it. I always have to build a million power plants to get my defenses just where I want them when a single extra cell of space would do me.

-Put a delay on deploying/repacking Construction Yard's
I had a Tonya and a lack of funds for anything else, he had a MCV and a few other things and managed to build because every time I got close he just packed up and moved every 30 seconds. Just seemed kind of stupid, in the original game most people didnt allow redeployable MCV but just adding a timer to make it so you can just plop it down and move it quickly would be good.

-Give a building to an ally
Would be nice to be able to give an ally a MCV or something if they lost theirs but managed to survive.

Some things I'm not sure if they're just a WIP or are actually broken?
Units being completely stupid and following whatever they happen to shoot at. This is especially bad with artillery/V2's you set up to defend your base. They shoot at some enemy ore truck that wondered a little too close then before you know it are following it back to the enemy base and get killed. Make the default for artillery/V2 to not follow their target unless told to directly?

Questions:
I'm going to make a map, how do I get my map to be played with others? Will they auto-download it?
Why do soviets have the APC and the Allies don't?
Where is the MAD tank/Demo Truck?
Mobile gap generator?
Mobile radar jammer? (Nah, nobody misses that useless thing.)
Why doesn't a nuke destroy airfield's? A direct hit leaves an airfield still in green health.
Any plans to add Tiberian Sun? I doubt there are.

Re: Great mod, my .02 cents!

Posted: Fri Oct 19, 2012 8:26 am
by ddd
epicelite wrote: uestions:
1. I'm going to make a map, how do I get my map to be played with others? Will they auto-download it?
2. Why do soviets have the APC and the Allies don't?
3. Where is the MAD tank/Demo Truck?
4. Mobile gap generator?
5. Mobile radar jammer? (Nah, nobody misses that useless thing.)
6. Why doesn't a nuke destroy airfield's? A direct hit leaves an airfield still in green health.
7. Any plans to add Tiberian Sun? I doubt there are.
1. Upload it to http://content.open-ra.org/. Not yet.
2. Balance issues.
3. Will be soon. Take a look at latest playtest.
4. 5. IDK.
6. It's a bug. I think it was fixed in the latest playtest.
7. Nope. Only if anyone would like to develop the mod. It's possible to do.

Posted: Fri Oct 19, 2012 10:28 pm
by epice
Where do I see this latest playtest?

Posted: Fri Oct 19, 2012 10:40 pm
by ddd
Download it from http://open-ra.org.

Posted: Fri Oct 19, 2012 11:51 pm
by epice
All I see are official releases.

Posted: Sat Oct 20, 2012 12:10 am
by ddd
You are blind:
http://openra.res0l.net/download/win/
"Unstable Playtests"
20121015 (4.7 MB)

Download Latest Version
(20121019, 4.7 MB)

There was a fresh and buggy release today too. :D

Posted: Sat Oct 20, 2012 12:12 am
by BaronOfStuff
epicelite wrote: All I see are official releases.
Image

Image
ddd wrote: There was a fresh and buggy release today too. :D
I haven't tested this yet, what's the problem?

Posted: Sat Oct 20, 2012 12:24 am
by ddd

Posted: Sat Oct 20, 2012 1:22 am
by epice
BaronOfStuff wrote:
epicelite wrote: All I see are official releases.
Image

Image
ddd wrote: There was a fresh and buggy release today too. :D
I haven't tested this yet, what's the problem?
Ok well wherever that is I do not see it.

Posted: Sat Oct 20, 2012 3:57 am
by Scott_NZ
A new release was released yesterday (20121019). You can use that instead of the playtest - it's newer and contains all of the fixes from the previous playtests.

Posted: Sat Oct 20, 2012 2:37 pm
by epice
Ok install over old version or delete all data first?

Posted: Sat Oct 20, 2012 2:57 pm
by BaronOfStuff
You can usually just install over the old version.

Re: Great mod, my .02 cents!

Posted: Tue Oct 23, 2012 2:32 pm
by -Jes-
epicelite wrote: Mobile gap generator?
Mobile radar jammer? (Nah, nobody misses that useless thing.)
I honestly don't know;
Image

RA already has the sequences defined. Maybe the createshroud trait doesn't play well with OpenRA's shroud/fog system when mobile, who knows.
Not sure there's a trait for radar jamming.

Data that might be of interest:

Code: Select all

MGG:
	RenderUnitSpinner:
		Offset: -1,7,0,-5

MGG Sequence:
	spinner:
		Tick: 80
(anyone else ever noticed a dark spot on the back of the jeep the exact size of the turret? I think this was the turret's intended spot.)

Code: Select all

Jeep: 
	AttackTurreted:
		PrimaryOffset: 0,7,0,-3