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Posted: Tue Dec 04, 2012 8:28 pm
by -Jes-
Picture 1:
Yeah, that's a tradeoff for keeping enough space at the bottom for the buildup anim, and enough on the right for the shadow.
Placed building sprites seem to be centered at their actual location, while placement sprites are aligned from the topleft.
Don't know why that is.

Picture 2:
Yes, I chose to go with selection bounds that match the actual cell size of the building. It helps when trying to control units around and especially behind buildings.
Previously they were whatever size the building sprites were.

Posted: Mon Dec 10, 2012 9:57 pm
by Matt
I am trying to merge this with https://github.com/OpenRA/OpenRA/pull/2457 now. I see lot's files in mods/d2k/bits. What have you changed in
  • mods/d2k/bits/barra.shp
  • mods/d2k/bits/barraicon.shp
  • mods/d2k/bits/barramake.shp
  • mods/d2k/bits/barrh.shp
  • mods/d2k/bits/barrhicon.shp
  • mods/d2k/bits/barro.shp
  • mods/d2k/bits/barroicon.shp
  • mods/d2k/bits/bazook2.aud
  • mods/d2k/bits/bazooka.shp
  • mods/d2k/bits/deathhandmissile.shp
  • mods/d2k/bits/fire1.shp
  • mods/d2k/bits/fire2.shp
  • mods/d2k/bits/fire3.shp
  • mods/d2k/bits/fire4.shp
  • mods/d2k/bits/frigate.shp
  • mods/d2k/bits/guntower.shp
  • mods/d2k/bits/gunturret.shp
  • mods/d2k/bits/heavya.shp
  • mods/d2k/bits/heavyaicon.shp
  • mods/d2k/bits/heavyc.shp
  • mods/d2k/bits/heavyh.shp
  • mods/d2k/bits/heavyhicon.shp
  • mods/d2k/bits/heavymake.shp
  • mods/d2k/bits/heavyo.shp
  • mods/d2k/bits/heavyoicon.shp
  • mods/d2k/bits/highmake.shp
  • mods/d2k/bits/hightecha.shp
  • mods/d2k/bits/hightechaicon.shp
  • mods/d2k/bits/hightechh.shp
  • mods/d2k/bits/hightechhicon.shp
  • mods/d2k/bits/hightecho.shp
  • mods/d2k/bits/hightechoicon.shp
  • mods/d2k/bits/lighta.shp
  • mods/d2k/bits/lightaicon.shp
  • mods/d2k/bits/lighth.shp
  • mods/d2k/bits/lighthicon.shp
  • mods/d2k/bits/lightmake.shp
  • mods/d2k/bits/lighto.shp
  • mods/d2k/bits/lightoicon.shp
  • mods/d2k/bits/palacea.shp
  • mods/d2k/bits/palaceaicon.shp
  • mods/d2k/bits/palacec.shp
  • mods/d2k/bits/palacehicon.shp
  • mods/d2k/bits/palaceo.shp
  • mods/d2k/bits/palaceoicon.shp
  • mods/d2k/bits/pwraicon.shp
  • mods/d2k/bits/pwrhicon.shp
  • mods/d2k/bits/pwroicon.shp
  • mods/d2k/bits/radaraicon.shp
  • mods/d2k/bits/radarhicon.shp
  • mods/d2k/bits/radaroicon.shp
  • mods/d2k/bits/refa.shp
  • mods/d2k/bits/refaicon.shp
  • mods/d2k/bits/refh.shp
  • mods/d2k/bits/refhicon.shp
  • mods/d2k/bits/refmake.shp
  • mods/d2k/bits/refo.shp
  • mods/d2k/bits/refoicon.shp
  • mods/d2k/bits/repairicon.shp
  • mods/d2k/bits/researchicon.shp
  • mods/d2k/bits/rifle.aud
  • mods/d2k/bits/rifledeath.shp
  • mods/d2k/bits/rockettower.shp
  • mods/d2k/bits/rocketturret.shp
  • mods/d2k/bits/turret1.aud
  • mods/d2k/bits/vulcan.aud
  • mods/d2k/bits/wall.shp
  • mods/d2k/bits/wtrpmake.shp
I only see that you added animations to the Windtrap and IX Research. The rest seems to be duplicates that I can safely delete so we don't waste bandwith when distributing it.

Posted: Tue Dec 11, 2012 5:09 am
by -Jes-
I added hard offsets to a lot of the graphics to get their ingame position right.
Without the selection bounds you'll find them to be huge.

Posted: Tue Dec 11, 2012 6:24 am
by Matt
We should change https://github.com/OpenRA/OpenRA/blob/b ... nd.cs#L303 then to automatize this. I already fixed "--projectile" to be identical to "--vehicle" (not yet uploaded).

Posted: Mon Dec 17, 2012 12:35 am
by Matt
We also played a FFA on latest bleed to test the per-player shroud actually. Harvesting is now kind of too slow without auto-piloted carryall support, but I agree it was too fast earlier. Instead of removing the bibs we could simply add more rock to build on for the maps. Nuke and air strike and was a little too weak. The bullet traces look very nice and making the starport require energy to operate was a nice idea.

Posted: Tue Dec 18, 2012 6:48 pm
by -Jes-
1: Luckily, harvesting is based on the speed of the harvest animation in sequences - to speed it up, simply decrease the tick value from 150 to perhaps 120, 100.

2: Unfortunately, I'm no mapper. The simple edit I made took several hours and retries.

3: Yeah, I went through tons of testplays trying to get the superweapons right, but alas.. In the end I just left them as they were.

4: The starport requiring power was a stroke of luck tbh. I was experimenting with power settings for various buildings, and only the starport came out working.

Posted: Sun Jan 20, 2013 11:46 am
by psydev
Does it seem like D2K doesn't have enough of a role for infantry?
When I played, they seemed useless. Maybe it was because I played on a big map, but it seemed they took forever to get across the map, only to die quickly. Personally I prefer not having useless units, and C&C/RA suffered from that a bit. Would some kind of troop transport (like a chinook) be appropriate for D2K?

Posted: Sun Jan 20, 2013 2:59 pm
by Matt
Carryall might make sense if infantry transportation does not crash with desyncs as vehicle transportation currently does.

Posted: Wed Jan 23, 2013 6:43 am
by psydev
Perhaps a new method of infantry dropping could be invented? Maybe:

- A new, infantry-only transport unit could be introduced.
- Player could pay some money for a single-use drop pod that transports infantry across the map.
- Players could pay to have drop pods of infantry fall from the sky and land at target destination. Units would be purchased in a way similar to buying vehicles at the starport. [It would be cool if opponent got a warning message].

Posted: Sun Mar 10, 2013 10:20 pm
by -Jes-
Oh man, didn't I make some additional stuff for this?

@Psydev

I did tinker around with the Ordos APC found on OpenRA resource. Unfortunately, it's color scheme and palette weren't easily fixable to D2K's specs.

Posted: Mon Mar 11, 2013 10:30 pm
by bellator
I have that Ordos APC (with palet and all fixed)