Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

TODO List #1

Open
56 of 86 tasks
cjshmyr opened this issue Nov 1, 2017 · 24 comments
Open
56 of 86 tasks

TODO List #1

cjshmyr opened this issue Nov 1, 2017 · 24 comments
Labels

Comments

@cjshmyr
Copy link
Member

cjshmyr commented Nov 1, 2017

These are high-level, and even if checked off it's probably not 100%. Can be broken up if work's done in smaller chunks, and stuff's definitely missing. Use ref/rules.ini as a reference! A few may have been committed without a PR on accident.

Mod

  • Update mod to release-20180923
  • Update mod to release-20181215
  • Update mod to playtest-20190106
  • Use the custom logo by kerbiter.

Factions

  • Allies and Soviet
  • Countries
  • Faction flag - discuss, use old allies logo color?

Tech tree

Game

Structures

Walls

Units

Weapons

Superpowers

OpenRA RA Mod leftovers

UI

  • New sidebar (in progress by warman)

Cleanup

Fixes from upstream

@MustaphaTR
Copy link
Member

Do we wanna change default value of FoW to off?

@cjshmyr
Copy link
Member Author

cjshmyr commented Nov 1, 2017

My vote would be off but can be swayed, what do you guys think?

Definitely leave the setting there though regardless.

@ghost
Copy link

ghost commented Nov 1, 2017

With aircraft having no vision they'd be flying around blind under the fog. So unless we give the aircraft some vision, I think this needs to be turned off by default.

@MustaphaTR
Copy link
Member

MustaphaTR commented Nov 2, 2017

I wanna ask some other things about removing things original didn't have:

  • Building death animations.
  • Cash texts on refinery and crates.
  • Engi's Remap.
  • Losing prerequisite when losing provider. (In original, for example once you get V2 by getting radar, you can still build V2s after losing the radar dome).

@cjshmyr
Copy link
Member Author

cjshmyr commented Nov 2, 2017

1&2: Fine with being removed.
3: Can this be treated as a quality of life improvement?
4: Not a huge fan of keeping the original's behavior on this one. I think there's a few features we should treat/note as QOL improvements. Edit: Indifferent after thinking about it, could be nice to support both but would want to discuss implementation of the original in any case first.

@ghost
Copy link

ghost commented Nov 2, 2017

Anyone recall how RevealOnFire was setup? I know for sure the defense structures & long range units had it, but can't seem to recall seeing it on infantry or tanks.
Also the trait's default value of 25 ticks seems way too fast from what I remember.

@cjshmyr
Copy link
Member Author

cjshmyr commented Nov 2, 2017

@FrameLimiter @MustaphaTR moving this repository to the OpenRA organization.

@MustaphaTR
Copy link
Member

MustaphaTR commented Nov 4, 2017

Anyone recall how RevealOnFire was setup? I know for sure the defense structures & long range units had it, but can't seem to recall seeing it on infantry or tanks.

I gave some units and gun turret 1000 range with ini editing, all seems like reveal the shroud normally. Revealed shroud don't grow back, not sure what is the case in OpenRA, tryed to test by opening 2 instances, but computer is too bad to handle it. I'm not sure what to do with fog for that.

@ghost
Copy link

ghost commented Nov 7, 2017

Some things I'm unclear on translating from the Rules.ini to OpenRA:
∙Projectile speeds
∙Unit speeds
∙Splash radiuses (Rules.ini uses 0, 1, 3, 6, 8 for their warheads)
->Medic/Mechanic's Organic/Mechanical warhead says "0" splash. Would this indicate using a splash of 0c32 since the fallout is 4x -- equaling 0c128 [infantry hitshape size]?
->OpenRA uses 0c128 splash for rifles/tanks ect. with Rules.ini using a splash of "3".
->Artillery via rules.ini says splash of 6; does this suggest a splash of 0c256?

@MustaphaTR
Copy link
Member

Do we wanna keep the way it currently is or change the unit tooltips so it uses generic name (Enemy Structure/Vehicle/Soldier) and remove OwnerRow?

@GraionDilach
Copy link

I think you can do the permanent prereqs thingy with d2k-akin upgrades defined as freeactor for provioding them on the respectable tech buildings.

@GraionDilach
Copy link

Building survivors when they're destroyed are missing from the initial list.

@MustaphaTR
Copy link
Member

I already have a EmitInfantryOnDeath trait for my General's Alpha mod. It is mostly a copy paste from EmitInfantryOnSell and i don't really like it, it is not really like original.

@Mailaender
Copy link
Member

Some history: there was a dormant fork at https://github.com/Iran/ClassicRA and OpenRA/OpenRA#2633 for our early attempts to integrate it. Maybe you can learn from our failure or even re-use some stuff.

@cjshmyr
Copy link
Member Author

cjshmyr commented Nov 24, 2017

Been out of commission for a few weeks, sorry folks.

@FrameLimiter - We might have to use approximations in some cases, if so we could store rules.ini -> yaml conversion values on a wiki page.
@MustaphaTR - I prefer the newer tooltips for multiplayer reasons, but could go either way.
@GraionDilach - Added to list, also your note about sequence inheritance for the merged civilian PR.

@cjshmyr
Copy link
Member Author

cjshmyr commented Nov 24, 2017

@pchote has work down the pipeline that lets us support more lobby options, such as an Aftermath Units checkbox (e.g. ra mod's "Kill Bounties" PR).

Right now we're using the aftrmath.ini values for units but we are not enabling aftermath units. Perhaps we should enable these units by default right now, then bring in the checkbox after.

@MustaphaTR
Copy link
Member

MustaphaTR commented Dec 4, 2017

Looks like Machine Gun weapons weren't blocked by walls in original. Do we wanna change that behaviour, as it doesn't really make much sense.

@cjshmyr
Copy link
Member Author

cjshmyr commented Dec 18, 2017

Yeah sounds good changing that if it doesn't make sense, pretty minor.

@MustaphaTR
Copy link
Member

Hidden units as a lobby option (off by default)

What exactly are the hidden units? Volkov, chitzkoi, phase transport, helicarrier, ants?

@MustaphaTR
Copy link
Member

What do we wanna do with Aircraft Husks here. They are nice visually, but as original planes died in midair, they didn't deal any crash damage, while they do here.

@ghost
Copy link

ghost commented Jan 15, 2018

We could maybe just add a conditional death explosion to the aircraft so when we do "leave husks as a lobby option" we can toggle between the two behaviors.
e.g.
Unit Husks [x]: Aircraft shows an explosion when dying and has no husk (original)
Unit Husks [√]: Aircraft shows no explosion when dying but spawns a husk. (current)

@cjshmyr
Copy link
Member Author

cjshmyr commented Feb 26, 2018

I pictured hidden units as those with build icons but not actually buildable (phase transport/helicarrier), but could expand that to what you've listed?

That husk idea sounds possible once we pull the engine upgrade in.

@GraionDilach
Copy link

Another option is to remove the damagewarhead from the aircraft husk, leaving it in as a mere cosmetic change.

@cjshmyr
Copy link
Member Author

cjshmyr commented Apr 22, 2018

Hey guys, been a while but I won't be able to dedicate time to work on raclassic. @MustaphaTR / @FrameLimiter / others, if you guys want to change the mod's direction, todo list, or merge stuff feel free.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

4 participants