Game speed and RA maps?

Discussion about the game and its default mods.
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Zerodius
Posts: 2
Joined: Fri Feb 21, 2014 10:03 pm

Game speed and RA maps?

Post by Zerodius »

Salutations.

I'm a long time fan of the C&C serie and RTS games as a whole and when I learnt of the OpenRA project, I was instantly interested. In particular because the original C&C and RA actually required for unit attacks to connect for damage to occur, making combat quite different from the average RTS. It also had a style I just plain enjoyed.

However, I've run into an issue when trying out the game...

I don't know about everyone else but I never played the game with the 'game speed' slider set on the fastest setting. So when I fired up the game, I found that the game ran way, way, WAY too fast to my liking. I tried looking for an option to slow down the game but found none, with even the 'FPS limit' merely serving to make the animations jerky instead of actually slowing down the game.

Is there a way to lower the game speed to something closer to the original? I really, REALLY don't like the game speed set by default on OpenRA (to the point that I seriously consider just abandonning it and going back to playing the original).


The other point was just something I wondered. Since OpenRA is using a lot of assets from the original (even demanding the original game CD), I wonder if it is possible to convert custom maps for the original RA into maps for OpenRA.


Thank you in advance.

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

Re: Game speed and RA maps?

Post by BaronOfStuff »

Zerodius wrote: Is there a way to lower the game speed to something closer to the original? I really, REALLY don't like the game speed set by default on OpenRA (to the point that I seriously consider just abandonning it and going back to playing the original).
Don't even dream of playing online then. The problem that most RA95 players have with OpenRA is that it's actually too slow compared to the speed they're used to, so you're really in the absolute minority for this.

You can adjust the gamespeed by finding settings.yaml (usual path is something like C:\users\username\documents\openra) and adding a line to the 'Game:' section so that it looks like this.

Code: Select all

Game:
   Mods: ra
   Timestep: 40 
40 is the default speed. Increasing this number will slow the game down, decreasing it will speed things up.
I wonder if it is possible to convert custom maps for the original RA into maps for OpenRA.
Yes. You can convert legacy RA maps from within the OpenRA map editor. What I haven't tested in a long time though is whether or not celltriggers and events/actions are converted. Multiplayer maps do convert without any issue though.

Zerodius
Posts: 2
Joined: Fri Feb 21, 2014 10:03 pm

Post by Zerodius »

Ouch on the speed issue, just ouch... still, thanks for the answer. I'll try it out.

Regarding the editor, I tried it out but whenever I load up a map in the editor using the legacy option, the editor crashes giving me an exception error. More exactly, it says that there's an undefined object reference in an object's instance.

The map I'm trying to load is a multiplayer map (no events).

I'm running OpenRA on Windows 7.

Matt
Posts: 1155
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Re: Game speed and RA maps?

Post by Matt »

BaronOfStuff wrote: You can adjust the gamespeed by finding settings.yaml (usual path is something like C:\users\username\documents\openra) and adding a line to the 'Game:' section so that it looks like this.

Code: Select all

Game:
   Mods: ra
   Timestep: 40 
40 is the default speed. Increasing this number will slow the game down, decreasing it will speed things up.
DON'T DO THIS! NEVER! That is an internal engine value that is not shared with other players. Changing it on one client only will cause lag and stuttering. It will also impact performance negatively. When I found out that people do this to workaround a missing game speed setting I immediately filed https://github.com/OpenRA/OpenRA/pull/4233

Matt
Posts: 1155
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

Zerodius wrote: Regarding the editor, I tried it out but whenever I load up a map in the editor using the legacy option, the editor crashes giving me an exception error. More exactly, it says that there's an undefined object reference in an object's instance.
Yes that is known to be broken in the release. The next version will have it in the command line utility. My vision for the near future is to do that automatically via the OpenRA workshop web interface https://github.com/OpenRA/OpenRA-Conten ... issues/139 and maybe later also via the new in-game map editor. https://github.com/OpenRA/OpenRA/pull/4496

Matt
Posts: 1155
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

Try http://resource.openra.net/maps/upload/ to upload and convert legacy maps. Requires signing in first.

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

Re: Game speed and RA maps?

Post by BaronOfStuff »

Cmd. Matt wrote:
BaronOfStuff wrote:

Code: Select all

Game:
   Mods: ra
   Timestep: 40 
DON'T DO THIS! NEVER! That is an internal engine value that is not shared with other players.
Which is why I said...
BaronOfStuff wrote: Don't even dream of playing online then.

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