I now have OpenRA loading and using the remastered sprites. This was actually quite easy - the much harder and more disruptive part will be redesigning and reimplementing all of the palette-based graphical effects to work in a RGBA-friendly way. QUICK_EDIT
#18728 adds full modding support for tilesets, which finally unlocks the capabilties for things like animated terrain tiles (which I have now also implemented for the remastered assets) and terrain autoLAT.
After a long break to focus on finishing the next playtest, I came back to one of the last major missing features: dynamic player colours for skirmish/multiplayer. QUICK_EDIT
Can attest ORA supports some really smooth lighting, as it actually degrades per pixel (?) rather than per cell, so you don't get the blocky look. Also unlike vanilla, all objects are affected by it regardless of palette (though this can be disabled per sprite). QUICK_EDIT
The current lighting is actually half way between per-cell and per-pixel: the colours are calculated in the four corners of each sprite, and can vary linearly between them. This looks really good when sprites are small compared to the light source, but doesn't work at all for things like the Bright weapon flashes (this will need real per-pixel lighting, which will be a future part 3). QUICK_EDIT
Also I'm really, really glad you added both count and value to INotifyResourceAccepted.OnResourceAccepted. I can see great potential for that one, because that allows modders to add additional resources via adding a player trait to hold storage, a widget or a SelectableBar to draw it out on the screen and consumer traits to utilize the new resource and using the Refinery trait just to offload. I don't know if you have thought about it before but you can probably cop out veins handling in TS as well via just relying on that interface in a followup. Either way, that PR as-is already holds great potential and I'm heavily impressed how elegant it became. Great job. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Too late for the prep branch, but I filed #19129 to fix this on bleed (and we plan the next release cycle to be very short, so the difference hopefully won't matter much).
Thanks for the positive feedback on the resource changes My longer term goal there is actually more ambitious, although I haven't yet worked out all the fine details: decouple resource storage from PlayerResources into its own trait that keeps resources as resources, and only converts to money when the player is trying to spend it. This will significantly reduce the amount of custom code needed by mods that want to implement multiple spendable resources, and means that things like the storage bars will just work for veins etc. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Feb 07, 2021 4:33 pm Post subject:
pchote wrote:
Too late for the prep branch, but I filed #19129 to fix this on bleed (and we plan the next release cycle to be very short, so the difference hopefully won't matter much).
This change provides no additional functionality, but atleast now it breaks the API for two releases instead of one. Good job. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I have recently spent some time polishing up various issues with our depth sprite handling, and the engine side should now hopefully be complete for the needs of TS and RA2.]:
The long awaited support for vehicles tilting on slopes is finally ready:
IceReaper was also showing off (and hopefully doesnt mind me sharing out of context) some prototypes with 3d models:
I have recently spent some time polishing up various issues with our depth sprite handling, and the engine side should now hopefully be complete for the needs of TS and RA2.
Very well! Has it been tested on custom tile size yet? _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Jul 29, 2021 2:36 pm Post subject:
Great job with the slopes. It seems to be working very well, although I have the feeling that the front harvester disappears momentaneously below the slope. Except for that, everything seems to be perfect. Nice job!
And this IceReaper's 3D models testing looks very, very promising! QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jan 11, 2022 9:02 pm Post subject:
The vehicle tilting broke aircraft shadows because they also tilt along due to your unlucky choice of -1 as disabled and 0 as default (and then exposing this setting only to Mobile, leaving Husk and Aircraft in the dust). It looks really jarring after one notices it.
The tinting rewrite also seems to drop the depth data on voxels. Sure, the previous tinting had issues as well, with the transparency layering and shadowleaking over when one stacked tintlayers over but now voxels are very susceptible to just glowing outright if one takes a brighter tint color and I feel I need separate tint colors for SHP and voxels to get everything right because what works for one breaks on the other and simply slapping an additional layer of transparent monochrome doesn't normalize the difference.
On the other hand, I was impressed that I was able to catch up the 2021 developments within a weekend and I didn't run into massive blockers beyond this (there's a promise I made to a few people in the community that periodically I play catchup even though I'm really not interested, but I just keep my word). I expected much worse considering how this Stance->PlayerRelationship change is ongoing (because there still isn't a release which has that API stabilized). _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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