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yupgi_alert0's Introduction

Over Powered Mod (엽기얼럿 제로)

Moving on to new engine

Some old notes:

  • This mod is currently for OpenRA release-20170421
  • To run the mod...
    • put yupgi_alert.oramod in mods folder, such as
    • C:\Program Files (x86)\OpenRA-20170527\mods
    • On Linux, I think it is ~/.openra/mods
    • Then put OpenRA.yupgi_alert.exe to where OpenRA.Game.exe is.
    • On Windows, C:\Program Files (x86)\OpenRA-20170527
    • Run the mod withe new .exe file. No parameter required.
      • .exe contains two modifications.
      • Skyboxed map support: https://www.youtube.com/watch?v=sFV7S5zTavY
      • OpenRA.{ModName}.exe support: just plug your mod name there and it will run the mod without requiring additional parameters!
  • See wiki for changes in units : https://github.com/forcecore/yupgi_alert0/wiki
  • You can report bugs at the issues menu : https://github.com/forcecore/yupgi_alert0/issues
  • If you are looking for the source code of OpenRA.Mods.Uncommon.dll, visit https://github.com/forcecore/OpenRA, it is renamed OpenRA.Mods.Common.dll with my modifications.
  • If you want to mod the engine, I started to memo important things I cane across during engine modding: https://github.com/forcecore/OpenRA/wiki

The following are for modders.

Utils

Acknowledgements

  • I'd like to thank Nolt for his graphics! He crafted new graphics just for this mod, including:
    • Infester
    • Super sonic aircraft

모딩 환경 갖추는 법

어렵다... 우선은 OpenRA를 git 으로 받아야 한다.

현재는 release-20170421 tag 를 기준으로 한다:

$ git clone https://github.com/OpenRA/OpenRA.git $ git checkout release-20170421

게임 본판 엔진과 모드의 버전이 맞지 않으면 고통스러우니까 ㅋ 대부분 rules 수정으로만 했지만 일부 기능의 경우 엔진의 기능이 못 받쳐줘서 직접 코딩을 해서 넣은 부분이 있다 (!) 그래서 이런 고통스런 과정을 거쳐야 하는 것이다.

사실은 직접 하지 않고 다른 모드에서 가져옴. https://github.com/GraionDilach/OpenRA.Mods.AS 여기 이 모드에 내가 원하는 기능이 꽤 많이 구현이 되어 있다.

각설.

엔진을 다운받았으면 우리 모드도 받아야지. 안에 모드들이 있는 데로 들어간다. $ cd OpenRA\mods $ git clone https://github.com/forcecore/yupgi_alert0.git

이제 컴파일 해야 하는 부분을 길들여야 하는데...

Dependency 설치

게임 엔진의 make.cmd 를 실행한다. 그러면 컴파일 할까? 라고 물어보는데 게임 엔진 본판을 컴파일 하기 전에, dependency부터 설치해야 한다. 다행히 자동으로 됨 ㅋ

make.cmd 실행하고 dependencies 실행. 그럼 설치된다.

그리고 게임 엔진을 컴파일 한다. 역시 make.cmd 실행하고 all 선택. 끝.

우리 게임의 확장 DLL 컴파일

이게 하이라이트. 디펜던시 설치가 완료되면 OpenRA.sln 이 비주얼 스튜디오 community edition 에서 열리고, 이전까진 안 되던 컴파일도 정상적으로 잘 될 것이다. 그리고 우리의 프로젝트도 슬쩍 끼워넣자.

눈썰미가 좋은 사람은 알아챘겠지만 OpenRA.Mods.{D2k,RA,RA2,TS} 등이 게임 엔진 폴더에 있을 법한 것이 우리의 모드 폴더에 들어있다는 것이다. 그러면 조금 곤란함. 소프트링크로 해결을 보자. 윈도우니까. Link Shell Extension 을 설치하라. http://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html

mods/yupgi_alert/OpenRA.Mods.yupgi_alert 폴더를 우클릭해서 링크 소스 선택해주자. 그리고 엔진 폴더에 soft link로 만들기를 해주자. 그러면 윈도우는 마치 OpenRA.Mods.{D2k,RA,RA2,TS} 등과 함께 OpenRA.Mods.yupgi_alert 이 있는 것으로 인식할 것이다.

Solution Explorer에서 솔루션에 우클릭 --> add --> existing project 로 소프트링크 안의 프로젝트를 선택해준다.

이제 해당 프로젝트를 컴파일 할 수 있을 것이다.

yupgi_alert0's People

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yupgi_alert0's Issues

MARV ore efficiency

To balance allied "chrono" miner, we must do what they did to balance MARV.
MARV only converts 50% of the ore to discourage players from mining their own field with MARV.
Same for chrono miners.

Make fire ant burrow

Currently I can build ants.
Still, I need to make it "burrow" like tick tanks.

Heli MCV

Why don't allies get heli MCV?
(Keep GAMCV but have another heli MCV deploying into GAFACT)

QNEST unit not following waypoint fix

I'm not sure what's causing this. Probably both of the following:

  • Drones coming to drop the resources
  • Two units of two categories get produced at the same time. e.g., fiend and warrior ant and block each other.
  1. Remove resource drop off functionality.
  2. Separate the the two production exits (possible, look at BARR or TENT yaml code).

Radioactivity layer

OpenRA/OpenRA.Mods.Common/Traits/World/

Maybe this directory will be helpful?

Labor camp $$$ indication not so visible

First of all, the letter is tiny (Problem with default OpenRA)
Second, in C&C generals, they showed $$$ multiple times, not summed up value.
More infantry == the more often you get $$$ gives more visible cue and probably a better way to go.

Scripted AI

As in TS, RA2, and Generals.
Maybe I can utilize existing map trigger stuff to build a scripted AI.

Nerf tibtree

Infantries already have hard time dealing ant units.
Strong radiation is too much. Weaken it.

Evo should become tier 3.

Since we can just put units in and it builds supposedly tier 3 units.
This will be adjusted in some later releases when I make more buildings for ants.

Crash caused by AI ants

Over Powered Mod Mod at Version release-20170102
on map 9a0be9fc201c0fe99407e2a2962b66629fb7b2cc (Tournament Island by Scott_NZ).
Date: 2017-02-02 06:37:46Z
Operating System: Windows (Microsoft Windows NT 6.2.9200.0)
Runtime Version: .NET CLR 4.0.30319.42000
Exception of type System.ArgumentException: 동일한 키를 사용하는 항목이 이미 추가되었습니다.
위치: System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
위치: System.Collections.Generic.Dictionary2.Insert(TKey key, TValue value, Boolean add) 위치: System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable1 source, Func2 keySelector, Func2 elementSelector, IEqualityComparer1 comparer) 위치: System.Linq.Enumerable.ToDictionary[TSource,TKey](IEnumerable1 source, Func`2 keySelector)
위치: OpenRA.Mods.Common.Traits.Harvester.ClosestProc(Actor self, Actor ignore)
위치: OpenRA.Mods.Common.Traits.Harvester.ChooseNewProc(Actor self, Actor ignore)
위치: OpenRA.Mods.Common.Activities.DeliverResources.Tick(Actor self)
위치: OpenRA.Traits.ActivityUtils.RunActivity(Actor self, Activity act) 파일 D:\work\OpenRA\OpenRA.Game\Traits\ActivityUtils.cs:줄 37
위치: OpenRA.Actor.Tick() 파일 D:\work\OpenRA\OpenRA.Game\Actor.cs:줄 164
위치: OpenRA.World.Tick() 파일 D:\work\OpenRA\OpenRA.Game\World.cs:줄 339
위치: OpenRA.Game.InnerLogicTick(OrderManager orderManager) 파일 D:\work\OpenRA\OpenRA.Game\Game.cs:줄 560
위치: OpenRA.Game.LogicTick() 파일 D:\work\OpenRA\OpenRA.Game\Game.cs:줄 585
위치: OpenRA.Game.Loop() 파일 D:\work\OpenRA\OpenRA.Game\Game.cs:줄 712
위치: OpenRA.Game.Run() 파일 D:\work\OpenRA\OpenRA.Game\Game.cs:줄 752
위치: OpenRA.Program.Run(String[] args) 파일 D:\work\OpenRA\OpenRA.Game\Support\Program.cs:줄 121
위치: OpenRA.Program.Main(String[] args) 파일 D:\work\OpenRA\OpenRA.Game\Support\Program.cs:줄 41

new sound for evo active state

While I like current one, it can be improved.
Maybe I can play antdie sound in REVERSE and get some unique and grotesque sound.

ProductionQueue issue

Rectify production type as in cnc mod.
Infantry.Soviet
Infantry.Allies
Infantry.Ants and so on.

Accept resources trait for a player

Needed for a proper MARV.
Current implementation of mods.common has potential bugs...
Whenever any harv virtually dockes in a PROC then it "evicts" from dockedHarv pointer.
When enemy engineer comes and captures the building then the virtual docked one will get captured.
Not good.

Soviet eco

  • Allies have chrono harv
  • Ants have tibtree

Soviets will get...? crate drop support power?
Oil derricks?

  • Gulag, gives more money if you people in there. Expensive unit = more money.
  • Sort of bio reactor XD

Evolution chamber logic

Now that ant tier2 structure is made,
make its special ability work.
It's "horadric cube".

5 warrior ants = super ant (darker warrior ant with stronger HP)
5 super ant = hyper ant (fires tesla zap, looks like super ant but with lightining idle overlay)
5 hyper ant = Hexapod (!)

chrono harv polishing

  • should require ATEK
  • When teleporting ore, it should play an animation. Prefably one of RA2's chrono effect

Volkov bug

GNRL doesn't have garrison muzzle sequence.
Occurs when he goes in a HBOX.

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