OpenHV

A mod based solely on Open Source assets

Information and discussion for custom maps and mods.
Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »


Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

Happy New Year!

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Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

https://github.com/OpenHV/OpenHV/releases/tag/20220102 was released

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The game has increased performance on maps with a lot of destructible trees.

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Experimental support for springs which flood an area was introduced.

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If you have the extra money to spare you can now buy tanks at the trade platform. Prices may vary.

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The area behind mining towers is no longer blocked. However you can't build on ramps and they will slow down vehicles now.

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Shadows of standalone gates are now more convincing.

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Submarine missiles now have a bigger impact and the light boat can now attack other ships and ground targets.

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

https://github.com/OpenHV/OpenHV/releases/tag/20220128 was released

Bots can now shield their units when being attacked:

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Mappers can place decorations on any background now:

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Same with destructible single trees:

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Ships got wakes:

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Infantry now has colorful markings to differentiate the types:

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New tiles for swamp with in tech tiles:

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Chain guns got visible trails

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Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

https://github.com/OpenHV/OpenHV/releases/tag/20220526 was released.

bomber drone pods:
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and hacker pods:
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and flame pods:
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as well as elite pod airborne pods:
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New dirt tiles
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with tracks:
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on various terrain
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industrial tiles
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experimental no build zones for mappers
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new civilian props:
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new 3v3 map:
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now also available as a Linux Flatpak
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Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

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A new path finding optimization was added to OpenRA. It pre-computes rough paths around the map to increase performance on larger distances.

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Exits for the Base building were fixed. (Thanks Cyantusk!)

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A new map called Motrylex was added.

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Flames freeze under fog and come with better performance.

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Fire brigade units were added.

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A small mission lets you extinguish forest fires.

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The drone carrier ships were improved.

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Dirt roads in the desert

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New single birds as map decoration.

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The Synapol infantry Module was animated.

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Rail network yet no trains.

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New captureable tech building: Drop Zone for mercenary reinforcements

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

This is a bug fix release as we hope to be on the road of a new stable one soon.

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New 1v1 map: Silverman

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New Cube Hunter map: Snowcube

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

The first two (tutorial) missions:




Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

Tower Defense:



Smart Bots:


Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

Mini game with bot support:


Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

https://github.com/OpenHV/OpenHV/releases/tag/20221030 was released. Thanks to everyone who reported bugs. As this is based on an unstable version of the OpenRA engine, it also helps drive forward the stabilization of the main games.

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More tile transitions for mappers.

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Unique turrets for each faction.

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Many pathfinder regressions were fixed.

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The ore smelter is now the faction-specific counterpart to the hacker pod for late game economy.

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The Reconstructor was redesigned to look more industrial and match the other tech buildings.

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

We fixed countless bugs, including many crashes. Doing so, we contributed back to OpenRA preparing for a playtest release there as well.

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339 is a new experimental map with a twist: It is tiny.

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Business as Usual, one of the first maps made got a remaster.

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A more fleshed out shell map and the Flatpak now works with Wayland.

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

Pre-release 20221204 does not add many features, but it resolves plenty of bugs and balancing problems that need further testing.

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We wish everyone a relaxing pre-Christmas period.

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Visual details like shadows have been improved.

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

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After we added shore lines, a landing craft (click to play) was a logical option.

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: OpenHV

Post by Matt »

Finally, after 2 years of development and even more contributors: the second stable release of OpenHV arrives.

The full changelog spans multiple pages and is fully transparent. Many changes were based on community feedback.

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Some last-minute changes include the first 3 player map.

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If you like to mod the game or create your own map with custom rules, it is easier than ever using the convenient OpenRA MiniYAML Language Extension for Visual Studio Code.

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Mission scripting is a bit more advanced, but the OpenRA Lua Language Extension is there to assist you. It also celebrated a stable release recently.

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Join the discussions on Discord, Matrix, IRC or Jabber/XMPP to chat with the development team or find other players.

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If you like to follow development without manually updating, use the free itch app.

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