• Register
Post news RSS OpenRA Showcase Trailer

Community member SoScared has put together a great trailer video for OpenRA!

Posted by on

See for yourself:


If you have any screenshots of OpenRA that you'd like to show off, then feel free to upload them at ModDB. We will add the best images to the screenshot rotator on our website and Desura.

Comments
Templarfreak
Templarfreak - - 6,721 comments

This is what I want to know; How are you going to get RA2 in there?

Also, if you do start working on RA2 I think you guys should take some ideas from ARES patch, if they're okay with that.

In fact, I think you should include some options from ARES patch anyway.

Reply Good karma Bad karma+4 votes
GraionDilach
GraionDilach - - 451 comments

They can take ideas. Sadly the licenses are incompatible... and so does the coding styles as well.

Reply Good karma Bad karma+3 votes
pchote
pchote - - 35 comments

What do you mean about coding style? OpenRA doesn't integrate with the original code in any way.

Reply Good karma Bad karma+4 votes
GraionDilach
GraionDilach - - 451 comments

See Ppmsite.com

You're going with agents. WW uses objects everywhere.

Even your coding principles are different. And from those posts of mine, one can clearly tell what I think of yours.

Reply Good karma Bad karma+1 vote
pchote
pchote - - 35 comments

I get the impression from that forum thread that you've misunderstood something fundamental about how OpenRA works behind the scenes. You're more than welcome to come and chat with us in #openra on freenode if you want to know more about the whats and whys of our engine.

There is a bunch of literature on the internet about inheritance vs entity composition, and I don't see the point in repeating those.
What it really comes down to is that an inheritance system pidgen-holes unit behavior into pre-defined bins, which can severely restrict what different unit types can do.

Want a VehicleType to be able to deploy into something that isn't a BuildingType? you'd better hope that the original developer explicitly allowed for that.
How about allowing a vehicle to act as a unit factory? or garrison a structure?

None of these things should depend on whether a specific actor is an infantry or vehicle or building.

An entity based system (like our traits) breaks the gameplay logic into logically separate chunks, and allows the mod authors to compose them in arbitrary ways.
Want an aircraft that that acts as a gap generator? Just add the trait.
Want a vehicle that has 17 turrets, each with 3 weapons? I don't know why you'd want to do this, but there is nothing stopping you from adding 17 Turret and 51 Armament traits.
Want to define new unit behavior without patching the exe? You can package your new traits into a dll that you ship with your mod.

Reply Good karma Bad karma+4 votes
Milanium Author
Milanium - - 453 comments

The motto is composition over inheritance En.wikipedia.org which has advantages here. It simply did not exist in the 90s when Westwood were programming their engine.

Reply Good karma+1 vote
GraionDilach
GraionDilach - - 451 comments

Is that paradigm the reason of going C# in the first place as well? Great.

Tho seeing that principle just made me more certain that the codebase will be evolved into spaghetti later with all those compositions and actors. It's just a matter of time and features to add.

Reply Good karma Bad karma+1 vote
Milanium Author
Milanium - - 453 comments

Actually the opposite is the case. Tiberian Sun had massive problems with their big unmodular non-reusable triggers. Gamasutra.com We also ran into problems when doing hard-coded mission scripts and shifted to a much more maintainable Lua scripting system.

Reply Good karma+1 vote
GraionDilach
GraionDilach - - 451 comments

Yea, AI is wonky over there. Since they actually designed the AI scripts as being much complex and only coded in half of it. So does the bag/idx system in RA2. But those are only bad subsystem designs. Not the entire system being one complete mess, with only the result looking similar.

I'm still sceptical that your approach is better than what WW used. Reminding you, I actually seen the internals of WW designs. And I could understand those, compared to yours.

Reply Good karma Bad karma+1 vote
pchote
pchote - - 35 comments

There isn't a lot of difference engine-wise between TS and RA2. Most of the hard work will be done as part of our TS project.

Reply Good karma Bad karma+3 votes
SeriousToni
SeriousToni - - 626 comments

Epic video but you guys really should lower the gamespeed somehow. The game feels always like having too much money and units are too fast. Really!

Reply Good karma Bad karma+2 votes
NoSoldier
NoSoldier - - 421 comments

If Tib Sun once is included I'd really think about changing the game to something like OpenCNC or something like that.

Otherwise, nice trailer. Even though this game still needs some polishing (Personally I think it's not working as smooth as the vanilla games.) it's really worth a try!

Reply Good karma Bad karma+2 votes
Milanium Author
Milanium - - 453 comments

Sourceforge.net already exists as for machinists it is short for Computerized Numerical Control. It is not really possible to change the name of the project at this stage. Also keep in mind that Red Alert started it all and is still the most popular of all mods.

Reply Good karma+2 votes
Nokiaman
Nokiaman - - 976 comments

This looks great. C&C games will be always be my favorite. If you manage it to port to Android then this is godsend.

Reply Good karma Bad karma+2 votes
LocustQ
LocustQ - - 488 comments

Any news about C&C1 on tablets? Very nice works guys! Dont forget about C&C 3D - Renegade-X !

Reply Good karma Bad karma+2 votes
Lonely_guy
Lonely_guy - - 21 comments

nice!
+Act on instinct! :D

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.