OpenRA: Reloaded Origins mod

Information and discussion for custom maps and mods.
Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

OpenRA: Reloaded Origins mod

Post by Remuneration »

Hi to all!

Lets Reload And Mix Lovely Games!

For a long time I beat many modifications of original classic RTS games.
Many modders add a bunch of new units to the game, many different structures. modifications often are too oversaturated innovations, lost balance, the usual gameplay ...
I personally liked the really such modifications, in which a minimum of new units and buildings...
... Sometimes I myself tried to modify and add something new, but it is very quickly bored.
as the saying goes - the original remains unrivaled.

I really like C&C Reloaded YR mod, bcz it add GDI and NOD in YR and have a little new stuff. Also I like Tiberian Origins mod on OpenRA engine...
I want to make something near thouse mods in OpenRA.

Gameplay in C&C RTS games is very same, but graphic is different, and ALL games may be put in two different cases in my mind:

1) Case
Dune II: The Building of a Dynasty [MS-DOS]
Dune II: The Battle For Arrakis [Sega mega drive]
Rad Alert 1 [PC]
Tiberian Dawn [PC]

2) Case
Dune 2000
Tiberian Sun
Red Alert 2/YR
Starcraft 1

All of this games without SC and Sega version of Dune exist (mot full yet) on OpenRA exist as separate modifications.
So I set a goal to combine all the best of what that is and to implement it in two versions, as far as possible on this engine, namely:

A) Now, I want take second case from my mind and:
1) Add sides from Dune2000 and Tiberian Sun to Red Alert 2 mod as is (maximum as is).
2) Add in RA2 mod weapons, effects, maybe tilesets and missions from D2k and TS mods.
3) In the future maybe add Youry side and SC1 races (it will be perfect)

B) After that:
1) Update Tiberian Origins mod to actual OpenRA version and add sides from MS-DOS version of Dune
2) Add weapons, effects, maybe tilesets and missions from MS-DOS D2.
3) In the future maybe add sides from SEGA version of Dune (it will be perfect too)

I want it all looks like C&C Reloaded YR mod:
You may select any side in skimish, and you may play original singleplayer missions.
Have you ever dreamed to Oreminer full of Tiberium be swallowed the worm?
Minimum incomprehensible new units, weapons and buildings. Maximum mix of the usual sides, usual gameplay, we need to squeeze all the juice from the fact that we like, thanks to the new possibilities opened up before us OpenRA.
Last edited by Remuneration on Wed Jul 25, 2018 7:11 pm, edited 2 times in total.
Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Post by Remuneration »

In connection with this mess I want to appeal to those who know how a certain color palette can be replaced by a transparent.

Image
I want to use edited or remaped BIB palette to invisible sand from bib (palette must display only road pixels, and not display sand pixels)
Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Post by Remuneration »

Trmporary removed bibs
Fixed dune sprites size
Added dune standard vehicle voices
Added dune wind traps
Added dune refineryes
Added dune harvester
Added carrial
Image
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Inq
Posts: 95
Joined: Sun Sep 27, 2015 3:48 am

Post by Inq »

So let me get this straight... simply your adding D2,TD,RA factions,units and buildings together to make a battle royale?
And then making a separate mod to mashup D2000,TS & RA2?
I'm lost... Looks interesting though.
Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Post by Remuneration »

Sorry for my very bad English.

I want to mix sides from that games to one mod like football mixes footbolists from another commands to one command.

Each side will be have own structures like original, and it will be battle royale of sides.

Just now I moving D2000 and TS sides in RA2 mod.
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Added d2k barraks
Added d2k lite infantry
Added d2k lite factories
Added d2k standard infantry voices
Added d2k music
Added d2k husks
Fix d2k refinerys can't bring ore from RA2 miners
Fix d2k harvester can't unload ore to RA2 refinerys

Image
comanche93
Posts: 3
Joined: Wed Nov 16, 2016 12:46 pm

Post by comanche93 »

Hi!
Good work with meshup-ing games)
Personally i like those mods like YR:Reloaded, YR Mashup, YR Coalition War etc too...
And like Tib Origins, shame its not updating for 2 years...
Tried myself to update it, but OpenRA code is too harsh for me, dunno why.
Wishing you patience to finish it!
Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Re:

Post by Remuneration »

comanche93 wrote: Wed Nov 16, 2016 12:58 pm Wishing you patience to finish it!
Maybe... maybe... sometime...
-----------------------------------------------------------------------------------------------------
Another update:

Update mod to 2018.03.07 release
Added dune trike
Added dune quad
Added dune heavy factories
Added dune radars
Added dune engineer
Added TS music
Added TS mcv's
Added TS conyards
Added TS power plants
Added all TS infantries
Added Unholly Alliance mode (From original RA2 - players start the game with all factions mcv's)
Fixed AI
Fixed Tiberian Sun sprites and voxels sizes

Image
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If anyone want to help, You are welcome:
1) This mod is only edited RA2 mod now, if You know/can to make standalone mod from it.
2) if You can write/add any sprite loaders (to add factions from sega mega drive DUNE, Stargus or hostle takeower)
3) if You can edit bitmaps and .yaml files to make "notbadlook" player interface to any faction (now it seems very bad)
Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Re: OpenRA: Reloaded Origins mod

Post by Remuneration »

Several times update the mod, now it based on YR mod: https://github.com/cookgreen/Yuris-Revenge
Image
New logo for the mod
Added Firestorm music
Added TS infantry voices
Added TS barraks and nod hand
Added TS refinary with harvester
Now TS buildings exist for new YR tilesets: urban, newurban, desert (temperate copy)
Now TS and Dune infantries can occupy buildings and bunkers like RA2 E1 soldiers.
Adapted Openra RA2 interface for TS and Dune sides. And reworked main interface.
Image
Big Thanks to cookgreen and others, for hard work and tick time!
Sleipnir deleted the post by Graion Dilach on Thu Sep 12, 2019 2:28 pm.
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Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Re: OpenRA: Reloaded Origins mod

Post by Remuneration »

Deleted post:

Please understand me correctly, I know very little about programming, and I can’t even write a parser for third-party resources myself. And I chose the base for the mod based on the number of implemented functions regarding the presence of units and buildings from all three sides of the YR game. Yes, I see that here some functions are incomplete or do not work at all, but this is more than in other third-party mods. And to wait until oficial OpenRA Tiberian Sun is completed, then RA2, and only then Yuri’s Revenge, there’s not enough life ... Moreover, I liked how some moments in this project were implemented (not internally by code, but by result), for example, slaves can obey the orders of the player, but at the same time they behave almost like in the original. In any case, I do not firmly attach my mod to a base. Basically, I keep my files separate, from the main files, as much as possible. I do with the expectation that the engine is constantly updated. I had to redo the mod many times, so I got my hand in the future and ready to transfer it to other releases or versions of the engine, if there are a lot of glitches or if there is a richer database. I’ll also note such a point that waiting for the official mode of revenge of Yuri does not make much sense, since the engine is open, and you can develop projects in parallel, helping each other, so the result will be faster, maybe there will be less mistakes. Perhaps a man will come to his senses. Thanks for the warning.
Deleted by Sleipnir on Thu Sep 12, 2019 2:28 pm
Sleipnir deleted the post by Graion Dilach on Thu Sep 12, 2019 2:28 pm.
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Sleipnir deleted the post by Remuneration on Thu Sep 12, 2019 2:29 pm.
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Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Re: OpenRA: Reloaded Origins mod

Post by Remuneration »

Can i use sequense.png files without conversion to shp?
Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Re: OpenRA: Reloaded Origins mod

Post by Remuneration »

Already can make it myself:
Image
Add Zerg Hatchery, lavra and Drone (only visual png)

Add SC music
Adapted OpenRA RA2 interface to Zerg side
Added Dune repair pads
Added TS War factories
Corrected Dune sprites sizes and its offsets
Image
Sleipnir deleted the post by DoDoCat on Thu Sep 12, 2019 2:27 pm.
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