TS/RA2 Voxel Support
Looks like it is, but the mono site doesn't have any release notes for it...
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paul@Odin:~$ mono --version
Mono JIT compiler version 2.10.11 (mono-2-10/2baeee2 Wed Jan 16 16:40:16 EST 2013)
Copyright (C) 2002-2012 Novell, Inc, Xamarin, Inc and Contributors. www.mono-project.com
TLS: normal
SIGSEGV: normal
Notification: kqueue
Architecture: x86
Disabled: none
Misc: softdebug
LLVM: yes(2.9svn-mono)
GC: Included Boehm (with typed GC)
Still compiler errors with make all
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OpenRA.Editor/RenderUtils.cs(48,29): error CS0117: `OpenRA.Traits.RenderSimple' does not contain a definition for `GetImage'
/home/matthias/Projekte/OpenRA/OpenRA.Game.exe (Location of the symbol related to previous error)
OpenRA.Editor/RenderUtils.cs(50,43): error CS0165: Use of unassigned local variable `image'
Compilation failed: 2 error(s), 0 warnings
make: *** [OpenRA.Editor.exe] Fehler 1
Last edited by Matt on Wed May 01, 2013 10:01 pm, edited 1 time in total.
Crash when I built the APC in voxeltest mod:
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Exception of type `System.ArgumentException`: An element with the same key already exists in the dictionary.
at System.Collections.Generic.Dictionary`2[System.String,OpenRA.Mods.RA.Render.MuzzleFlash].Add (System.String key, OpenRA.Mods.RA.Render.MuzzleFlash value) [0x00163] in /home/abuild/rpmbuild/BUILD/mono-3.0.7/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:450
at OpenRA.Mods.RA.Render.WithMuzzleFlash..ctor (OpenRA.Actor self) [0x0014f] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Render/WithMuzzleFlash.cs:63
at OpenRA.Mods.RA.Render.WithMuzzleFlashInfo.Create (OpenRA.ActorInitializer init) [0x00001] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Render/WithMuzzleFlash.cs:30
at OpenRA.Actor..ctor (OpenRA.World world, System.String name, OpenRA.FileFormats.TypeDictionary initDict) [0x000bf] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Actor.cs:94
at OpenRA.World.CreateActor (Boolean addToWorld, System.String name, OpenRA.FileFormats.TypeDictionary initDict) [0x00001] in /home/matthias/Projekte/OpenRA/OpenRA.Game/World.cs:151
at OpenRA.Mods.RA.Production.DoProduction (OpenRA.Actor self, OpenRA.ActorInfo producee, OpenRA.Mods.RA.ExitInfo exitinfo) [0x00014] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Production.cs:54
at OpenRA.Mods.RA.Production.Produce (OpenRA.Actor self, OpenRA.ActorInfo producee) [0x0006f] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Production.cs:123
at OpenRA.Mods.RA.ProductionQueue.BuildUnit (System.String name) [0x0004e] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Player/ProductionQueue.cs:332
at OpenRA.Mods.RA.ProductionQueue+<ResolveOrder>c__AnonStorey1B7.<>m__57B (OpenRA.World _) [0x00085] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.RA/Player/ProductionQueue.cs:250
at OpenRA.World.Tick () [0x00172] in /home/matthias/Projekte/OpenRA/OpenRA.Game/World.cs:206
at OpenRA.Game.Tick (OpenRA.Network.OrderManager orderManager) [0x0016e] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Game.cs:192
at OpenRA.Game.Tick (OpenRA.Network.OrderManager orderManager, OpenRA.Graphics.Viewport viewPort) [0x00033] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Game.cs:139
at OpenRA.Game.Run () [0x00028] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Game.cs:481
at OpenRA.Program.Run (System.String[] args) [0x00011] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Support/Program.cs:91
at OpenRA.Program.Main (System.String[] args) [0x00032] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Support/Program.cs:36
Our current set of rendering traits don't understand split shadows or building animations split across multiple files. We'll add new traits to support these when the time comes. Infantry shadows are combined with their images, and voxel shadows are rendered dynamically.
Shp(TS) is a first class format-citizen. You don't need do anything special to tell the game to use them. You can use the existing palette mechanism to set a different palette for specific actors.
These changes won't make it into the next release (the top priority is for a new stable version, so we're only merging bugfixes at this stage), but one of the focuses for the next release cycle will be native support of TS/RA2/D2K assets.
Shp(TS) is a first class format-citizen. You don't need do anything special to tell the game to use them. You can use the existing palette mechanism to set a different palette for specific actors.
These changes won't make it into the next release (the top priority is for a new stable version, so we're only merging bugfixes at this stage), but one of the focuses for the next release cycle will be native support of TS/RA2/D2K assets.