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Add C&C:TD campaign #4988
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It's great that you guys are making progress on these 👍. |
I would like to have the other features like the move to Eluant @pchote is doing, visible objectives and celltriggers before we take on more missions. It's just going to be more work for us fixing them to work with these new features. |
Actually not, we currently use the FVM as only visible objectives. This can be augmented later. If the Lua standard library needs a change when porting to the non-memory-leaking Eluant, then yes we should halt for the moment. |
FMV isn't enough, especially when we can't rely on people having them installed in the first place. |
#4541 is on the agenda, but not a reason to halt everyone scripting missions. |
As long as you help volunteer to write/add objectives for the existing missions ;) |
Lazy @ScottNZ is lazy. Of course, I will even document it at https://github.com/OpenRA/OpenRA/wiki/Map-scripting so everyone else can, too. |
I've got Funpark #1 99% complete, and i have begun work on nod02. |
I will do the remaining two gdi04 missions once the eluant thing lands in bleed |
@obrakmann im just curious as to how you are going about creating missions, are you looking at the original scripting? or just videos? Also how are you doing stuff without cell triggers O.o? |
It's pretty easy to emulate cell triggers atm with polling but this isn't very ideal. |
It's a bit of all of the above. First, I got the images from here and here. They nicely show the location of waypoints and triggers. I then look at a few LP videos on youtube to get a feel for what the gameplay is like, how the timing works out etc. Then I start looking at the .ini (using this as reference) and write the code according to whatever's in there. BTW, if anyone knows of images like the ones mentioned above, but for Red Alert, a link would be welcome. re: celltriggers: @phrohdoh has started working towards that yesterday, so we should get them soon-ish. |
See also http://planetcnc.gamespy.com/static2e35.html?page=TiberianDawnMaps which has screenshots however without locations of waypoints and triggers. |
Wow, this is awesome. Keep up the good work folks! |
I just want to note this here for my missions as of now im going to be using about 15 seconds per time unit in the original mission scripts. e.g. [Triggers]
rnf4=Time,Reinforce.,20,Badguy,nod3,0 so the 20 time units there translates to 300 seconds in OpenRA. Opinions? i think we should consolidate this so that scripting in missions between authors is somewhat consistent and they still resemble the original cnc95 ones somewhat. |
I'm not sure if we really need to be consistent in that regard. With all the changes to our units, you pretty much need to come up with the timing from scratch. The original .inis can serve only as a broad guideline, I think. Also, looking at scg01ea, the reinforcements there arrive at 3, 6, 10 and 16 units of time, and those times are definitely shorter than 45, 90, 150 and 240 seconds, so 15 seconds feels like too long in any case. Judging by some youtube video, one unit is probably more about a second, I'd say. |
Actually I was told by nyerguds, that he believes (ifhrc) that one time I'm just saying we should try to make sure everything feels right e.g But yes I agree at this point the original is a guideline.
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I've been working on a few mission maps for TD. I have almost completed "scg06ea" in the editor. I like doing the mapping but I'm quite new to Lua. If possible, to speed things up, I can produce the map files and others can script them. |
I hope you know that we can just convert the original maps using OpenRA.Utility, right? Creating those is not an issue. Please don't unnecessarily waste your time re-creating the maps from scratch! |
Lol I forgot about that! Okay cool I will do that instead. |
Keep getting this error when I run the map importer (OpenRA.Utility.exe) with and without arguments.
If it's a bug I'll make a new ticket. |
https://github.com/OpenRA/OpenRA/wiki/Map-scripting has some details. |
I had a look through the guide, found this also https://github.com/OpenRA/OpenRA/wiki/Mapping however when I try running this with command promot OpenRA.Utility.exe cnc --import-td-map filename.ini (filename being the files actual name) it doesn't work and produces an error so I can't use the existing map to work from. Is it not possible to actually import maps from the original files or am I just doing something wrong as all i want to do is import GDI mission 10 and then add in the scripts for the AI. Should be just a matter of matching the AI's attack waves, was thinking to add a hard mod where the computer will have better attack waves than he does in the real mission also. |
The automatic map import should work, otherwise it is broken. The utility.log will tell you. At the moment it can only import the map layout and actors. Some students worked on a basic INI trigger to Lua script prefabs system https://scm.thm.de/redmine/projects/dtdj-ultj/wiki/Automatische_Generierung_von_Karten and I recently found their unfinished code: https://gist.github.com/Mailaender/93e8041f2535cffaf2490c307bee4553#file-map-cs-L536 but I currently don't have the time to clean it up, complete and integrate it although it would speed up the process and help make the campaign more true to the original. |
@abcdefg30 Any news regarding global scripts or that build function fix? I want to wait with finishing up nod 10 - 11 until that stuff got sorted out. |
You can remove me from the list for nod 10 -11. It's very unlikely that I'll be able to work on it any time soon. |
I'm currently doing mission scg10ea, map is about 60% done and using the script for scg07ea as a template to write the Lua for map. I suspect I can get it 90% there but will likely need someone more experienced to get it 100% as I've never really made a map before with scripts. |
@Nineeva OpenRA.Utility has an |
I tried it and didn't work for me tbh for some unknown reason. Found it didn't take me much time to actually redo it tile by tile and I got to admit its quite satisfying to do! Besides I'm all done now, took maybe 1.5-2 hours to do it. |
Got the basics of the script up and running. Objectives etc all work and start points and teams. Just need to get 2 more attack paths set up and I think it's ready for people to test. Again, being a bit of a noivces on this how to I share the scripts on GitHub? I'm guessing their is a link to a guide I can use? |
@Nineeva The OpenRA team has put together a detailed guide for contributors: https://github.com/OpenRA/OpenRA/wiki/Contributing Depending on your experience with git and github there may be some terms that don't make sense, but github has extensive documentation on all of the topics (forking, branching, filing pull requests). Or if you get stuck ask for help on OpenRA IRC/discord (links to the channels here: https://www.openra.net/community/) |
WIP on scg09ea Edit: A nother helpful link: Tiberian_Dawn_Mission_Manual |
WIP on scg08ea |
WIP on scg08eb |
An important note to the people who placed a bounty on this issue: Bountysource have just changed their terms of service to take it for themselves!
I suggest creating an issue(s) for your favorite mission(s) and asking bountysource to redeploy the bounty onto it. This would provide a more immediate benefit to the people working hard to port the remaining missions, rather than allowing Bountysource to take it for themselves. |
I've picked up @fruestueck's WIP branch for this and am working on scg05eb as well, to get rid of the gaps. |
Once in while I'm looking on a Post-it on my monitor reminding me of this but currently I'm not able to. I'm looking forward to contribute again. |
I've started working on scg10ea (GDI Mission 10). |
Assigned you to the mission in the table. |
Hi, i've been porting Nod Covert Operations mission, Eviction Notice, scb30ea. How should i send it to you? Im new in github. |
Hello! The best thing to do would be to join us on Discord if possible. As for contributing, you need the steps from "What you need" to "Creating a Pull Request": https://github.com/OpenRA/OpenRA/wiki/Contributing#what-you-need |
I've started working on Nod 11a (scb11ea) https://github.com/dtluna/OpenRA/tree/nod-campaign-11a |
This ticket is meant to track the development of the campaigns for the C&C:TD mod.
Prerequisites other than missions
Campaigns
GDI campaign
Nod campaign
Funpark
The Covert Operations
GDI
Nod
N64 Special Ops
GDI
Nod
PSX Special Ops
GDI
Nod
If you want to port a mission, please leave a comment below.
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