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Hello, what should we expect to come?

Posted: Wed Nov 19, 2014 9:05 am
by CHEAH
Hello

I have been playing Open RA for a while now. It is absolutely great, I do have some questions wondering what might come and possibly some suggestions.

I have heard that someone has been working on a "Dune II" mod (not 2000). I am a huge fan and would like to know more about this. But I have not found much about this project. Is it still being worked on?

this is an image of the Dune 2 harvester from the SHP asset browser contained in OpenRA
http://www.openra.net/images/news/20131 ... rowser.png


I have also browsed the github and found some features that were being worked on but not implemented as of yet and would like to know if they are still being worked on or what the current status of this might be.

the ingame map editor

https://github.com/OpenRA/OpenRA/pull/4496

An ingame map editor that could possibly allow for "co-op" map making, like in a multiplayer game. I think this would be really awesome and would like to refer towards Arma 3 "zeus mode" which is a take on adding a form of "god game" gameplay. This would be really cool if it were applied to OpenRA being an RTS If done correctly it would be something truly different.

Is there a way to improve path finding on custom maps? When I play large maps such as 256x256 there is an extreme lag and the game slows down to almost a slide show pace with only 3 Ai. Is the map too big?

Is anyone working on this? It would be great to play larger maps like "ludikris size" maps of Age of Empires 2 HD, if the game could handle more computer players without lagging the game.

Also are there any alternative Ai for Red alert? I think they are too easy, not as challenging as "hal 9001" in the CnC dawn mod.

Lastly is there a way I could modify the hotkey for "pixel doubling" to my mouse scroll wheel, to simulate a zoom function?

All the Best!
CHEAH

Posted: Wed Nov 19, 2014 9:53 pm
by Matt
I started working on Dune II, but i don't expect to finish it before christmas.

On the in-game editor side, my https://github.com/OpenRA/OpenRA/pull/4496 was shut down and taken over by Paul, but he sadly did not find the time. No ETA and I also don't know if it is my turn again to revive the efforts of getting this integrated.

Performance is still an issue. After reading on Gamasutra on how Microsoft Studios solved bottlenecks from redundant player orders I filed https://github.com/OpenRA/OpenRA/pull/6871 in the hope that it helps in games with high action per minutes. Refining the ore truck AI is probably also a low hanging fruit in terms of drastically improving late game performance.

Posted: Thu Nov 20, 2014 11:57 am
by CHEAH
I am pleased to hear that none of this is really dead, and sounds promising that it is still being worked on.

it appears to be a low priority on his list, maybe if you work on releasing dune ii and the ingame editor at the same time (since that sounds like a long time away) that might sway interest. It was your project to begin with... :lol: Perhaps let him know that there is a demand for this feature. I know I am not the only one, who would like to see a multiplayer editor. ;)

Also any idea on how to change the pixel doubling to a mouse button or scroll wheel?

Posted: Thu Nov 20, 2014 8:46 pm
by Matt
You will need to make the current https://github.com/OpenRA/OpenRA/blob/b ... /Hotkey.cs mouse button aware.