OpenRA: Reloaded Origins mod

Information and discussion for custom maps and mods.
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Graion Dilach
Posts: 277
Joined: Fri May 15, 2015 6:57 pm

Re: OpenRA: Reloaded Origins mod

Post by Graion Dilach »

Deleted post:

DoDoCat wrote: Wed Sep 11, 2019 7:47 am The reason why I delete your discussion issue is because you insult my project is `big mouth` which is unacceptable
You call https://github.com/cookgreen/Yuris-Reve ... er.cs#L225 an engine problem in https://github.com/cookgreen/Yuris-Revenge/issues/65.
C# Random class ain't provide you synced results, that's why World.SharedRandom a thing. And this isn't ensured to be platform-safe either.

Also, what is this?!
https://github.com/cookgreen/Yuris-Reve ... rtPower.cs
Why is this needed? You can't even tell it. You took DetonateWeaponPower for something already but you were unable to notice that has almost everything required without code duplication from the Ion Cannon(?!). You want environment lighting? Add a warhead for it and you can reuse it uponj ALL the majors (if you take the RV weather storm approach)!

You call yourself "accurate" because you try following INI tags to the letter, ignoring the fact that sometimes INI tags don't even do what you think they do or that the differences between OpenRA and YR structure necessitate a reconsideration. You can't even comprehend what either game is capable of - as your "Gattling implementation" shows https://github.com/cookgreen/Yuris-Reve ... OnStage.cs - Gattling is supposed to add RateUp value to an integer every frame if the actor in question is in range and actively trying to attack a target. If either case is invalid, it takes RateDown value from the integer. Weapon switches are performed when the integer reaches the values. OpenRA can only rate up with actual firing (GrantConditionOnAttack), but on gattling, this doesn't even matter much. Your code is a constant weapon switching which is supposed to be conditional but ignores it's own state.

You end up reinventing wheels with all your wheels being squares. Your project is an insult to OpenRA and it's not my issue if I could die in alcohol poisoning from a drinking game if I see a bug in your spaghetti code.
Deleted by Sleipnir on Thu Sep 12, 2019 1:56 pm
Sleipnir deleted the post by DoDoCat on Thu Sep 12, 2019 1:56 pm.
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comanche93
Posts: 3
Joined: Wed Nov 16, 2016 12:46 pm

Re: OpenRA: Reloaded Origins mod

Post by comanche93 »

Remuneration wrote: Tue Nov 08, 2016 4:05 pm
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...
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:

Dune II: The Battle For Arrakis [Sega mega drive]
hey man)
are you still planning to implement Sega's Dune 2 stuff?
Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Re: OpenRA: Reloaded Origins mod

Post by Remuneration »

comanche93 wrote: Wed Mar 04, 2020 2:48 am are you still planning
Yes, of cource:
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comanche93
Posts: 3
Joined: Wed Nov 16, 2016 12:46 pm

Re: OpenRA: Reloaded Origins mod

Post by comanche93 »

Remuneration wrote: Sun Jun 07, 2020 5:13 pm
comanche93 wrote: Wed Mar 04, 2020 2:48 am are you still planning
Yes, of cource:
I am asking, because i could help you with D2SMD content, i have got most of the sprites of the game, including terrain + could help with a code.
But i guess you have made it already
Remuneration
Posts: 52
Joined: Sun Mar 09, 2014 3:49 pm

Re: OpenRA: Reloaded Origins mod

Post by Remuneration »

comanche93 wrote: Wed Apr 07, 2021 8:22 pm I am asking, because i could help you with D2SMD content, i have got most of the sprites of the game, including terrain + could help with a code.
But i guess you have made it already
Hello, I use converted images to PNG files, it will be nice if You can help with parser code (to read assets dirrectly from ROM)

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