[MOD] RA Classic - a Red Alert 1 inspired mod

Information and discussion for custom maps and mods.
Zeus
Posts: 6
Joined: Sat Feb 16, 2013 6:24 pm

Post by Zeus »

Is there anyway to get our hands on what is currently available on the Github? I'm not a programmer so compiling isn't an option for me. Thanks in advance.

Matt
Posts: 1052
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

The patch review and playtest release process is indeed kinda slow. Have fun with https://www.dropbox.com/s/yto40a5qzh168 ... -02-20.zip It is a compilation of all classic gameplay related additions awaiting to be merged into OpenRA. The artwork problems indicate that this is far from release quality.

Zeus
Posts: 6
Joined: Sat Feb 16, 2013 6:24 pm

Post by Zeus »

That link provides a file that's only 30K in size. Was it compressed correctly?

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

Post by Matt »

Is the file you downloaded a .html file... then you probably know what went wrong.

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff »

Crashed for me after building an Ore Refinery...

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

Post by Matt »

BaronOfStuff wrote: Crashed for me after building an Ore Refinery...
Can't reproduce that. Might be something else happening. A look at the exception.log would have been helpful.
Attachments
What I noticed is that the ocean looks awful in converted maps and it spawns the land crates on water.
What I noticed is that the ocean looks awful in converted maps and it spawns the land crates on water.
wrong-crate.png (3.18 KiB) Viewed 6012 times

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff »

Turns out it wasn't the Ore Refinery, but the GPS Satellite. From exception.log:

Code: Select all

Exception of type `System.InvalidOperationException`: Actor does not have trait of type `OpenRA.Mods.RA.HiddenUnderFog`
   at OpenRA.TraitDictionary.TraitContainer`1.Get(UInt32 actor)
   at OpenRA.TraitDictionary.Get[T](Actor actor)
   at OpenRA.Actor.Trait[T]()
   at OpenRA.Mods.RA.Effects.GpsDot.Tick(World world)
   at OpenRA.World.<Tick>m__88&#40;IEffect e&#41;
   at OpenRA.WorldUtils.<DoTimed>c__AnonStorey2A`1.<>m__5C&#40;T x&#41;
   at OpenRA.Exts.Do&#91;T&#93;&#40;IEnumerable`1 e, Action`1 fn&#41;
   at OpenRA.WorldUtils.DoTimed&#91;T&#93;&#40;IEnumerable`1 e, Action`1 a, String text, Double time&#41;
   at OpenRA.World.Tick&#40;&#41;
   at OpenRA.Game.Tick&#40;OrderManager orderManager&#41;
   at OpenRA.Game.Tick&#40;OrderManager orderManager, Viewport viewPort&#41;
   at OpenRA.Game.Run&#40;&#41;
   at OpenRA.Program.Run&#40;String&#91;&#93; args&#41;
   at OpenRA.Program.Main&#40;String&#91;&#93; args&#41;
I'd most likely just built an Ore Refinery as the GPS took effect.

Zeus
Posts: 6
Joined: Sat Feb 16, 2013 6:24 pm

Post by Zeus »

Download link is working from my other PC. It did, in fact, download a .zip file the first time. Not sure what caused that.

Matt
Posts: 1052
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

You downloaded the page with the download button and saved it as a .zip file.

Dan9550
Posts: 43
Joined: Sat Aug 18, 2012 6:31 pm

Post by Dan9550 »

What I noticed is that the ocean looks awful in converted maps and it spawns the land crates on water.
Cmd. Matt, That wouldn't be one of the many maps i converted would it?

Matt
Posts: 1052
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

It was a converted map, but the problem might be somewhere else. Both the similar looking water tiles next to each other and land crate on water.

By the way. Does anyone know where to find the code of the OpenRA modifications presented here https://vimeo.com/36438507? He already implemented some wanted legacy features including the two-pane side-bar and game options.

PS: The creator of the video answered and kindly shared their code https://www.dropbox.com/s/nf0kck2i6145a ... tDance.zip although it is an old git repository and full of compiler warnings we might be able to re-use some parts like classic engineer behavior and vertical two pane layout.

Kathreinerle
Posts: 2
Joined: Fri Nov 23, 2012 11:06 am

Post by Kathreinerle »

Nice to see progress is going on again :)
good work here !

Matt
Posts: 1052
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

I merged both classic-ra and classic-cnc together: https://github.com/Mailaender/OpenRA/co ... assic-mods It is rebased onto latest bleed now and I added the classic engineer game-rules https://github.com/Mailaender/OpenRA/co ... faf2b411f1 Making the fog-of-war optional needs a rethink because target calculation now depend on it since we added per-player shrouds. This might desync if we simply turn off the renderer. A float based build speed modifier might also create new desyncs and requires redo. Can't get the https://github.com/TM-PD/FirstDance/blo ... eWidget.cs to work because it is heavily bit-rotted.

Matt
Posts: 1052
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

https://github.com/OpenRA/OpenRA/issues/2740 is the current task and wishlist.

Matt
Posts: 1052
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

Added the thief and https://github.com/OpenRA/OpenRA/pull/2741 has been merged into bleed. Will add this to the installer distributions once the GUIs are done. Currently only allies chrome is only slightly reskinned and the cnc-classic chrome is bit-rotted.
Attachments
ugly artifacts in the C&amp;amp;C classic chrome
ugly artifacts in the C&amp;C classic chrome
cnc-classic-artifacts.png (70.85 KiB) Viewed 5599 times

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