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Add C&C:TD campaign #4988

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7 of 8 tasks
obrakmann opened this issue Mar 29, 2014 · 73 comments
Open
7 of 8 tasks

Add C&C:TD campaign #4988

obrakmann opened this issue Mar 29, 2014 · 73 comments

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@obrakmann
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obrakmann commented Mar 29, 2014

This ticket is meant to track the development of the campaigns for the C&C:TD mod.

Prerequisites other than missions

Campaigns

GDI campaign

Done? Mission Assignee PR
scg01ea @Mailaender #4386
scg02ea @Mailaender #4399
scg03ea @Mailaender #4402
scg04ea @obrakmann #4899
scg04wa @obrakmann #5462
scg04wb @obrakmann #5462
scg05ea / scg05wa @obrakmann #7415
scg05eb @reaperrr #19353
scg05wb @Smith00101010 #7463
scg06ea @clemty #9550
scg07ea @Mailaender #11090
scg08ea @fruestueck #17085
scg08eb @fruestueck / @reaperrr #19355
scg09ea @fruestueck #17514
scg10ea @NickAragua
scg10eb
scg11ea
scg12ea
scg12eb
scg13ea
scg14ea
scg15ea
scg15eb
scg15ec

Nod campaign

Done? Mission Assignee PR
scb01ea @Mailaender #4397
scb02ea @42foobar42 #7393
scb02eb @42foobar42 #7437
scb03ea @dan9550 #4408
scb03eb @dan9550 #4428
scb04ea @42foobar42 #7534
scb04eb @42foobar42 #8048
scb05ea @42foobar42 #8087
scb06ea @42foobar42 #8123
scb06eb @42foobar42 #8199
scb06ec @42foobar42 #8250
scb07ea @Biofreak1987 #11094
scb07eb @Biofreak1987 #11235
scb07ec @Biofreak1987 #11368
scb08ea @Biofreak1987 #11280
scb08eb @Biofreak1987 #11283
scb09ea @Biofreak1987 #11306
scb10ea @dtluna #15870
scb10eb @dtluna #15902
scb11ea
scb11eb
scb12ea
scb13ea
scb13eb
scb13ec

Funpark

Done? Mission Assignee PR
scj01ea @abcdefg30 #8085
scj02ea
scj03ea
scj04ea
scj05ea

The Covert Operations

GDI

Done? Mission Assignee PR
scg21ea
scg22ea
scg23ea
scg24ea
scg25ea
scg26ea
scg27ea

Nod

Done? Mission Assignee PR
scb21ea
scb22ea
scb23ea
scb24ea
scb25ea
scb26ea
scb27ea
scb28ea

N64 Special Ops

GDI

Done? Mission Assignee PR
scg51ea / scg28ea @clemty #9118
scg29ea

Nod

Done? Mission Assignee PR
scb29ea
scb30ea

PSX Special Ops

GDI

Done? Mission Assignee PR
scg30ea
scg31ea
scg32ea
scg33ea

Nod

Done? Mission Assignee PR
scb31ea
scb32ea

If you want to port a mission, please leave a comment below.

@chrisforbes
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It's great that you guys are making progress on these 👍.

@ScottNZ
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ScottNZ commented Mar 30, 2014

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.

@Mailaender
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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.

@ScottNZ
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ScottNZ commented Mar 30, 2014

FMV isn't enough, especially when we can't rely on people having them installed in the first place.

@Mailaender
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#4541 is on the agenda, but not a reason to halt everyone scripting missions.

@ScottNZ
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ScottNZ commented Mar 30, 2014

As long as you help volunteer to write/add objectives for the existing missions ;)

@Mailaender
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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.

@DanAE111
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I've got Funpark #1 99% complete, and i have begun work on nod02.

@obrakmann
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I will do the remaining two gdi04 missions once the eluant thing lands in bleed

@DanAE111
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@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?

@ScottNZ
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ScottNZ commented Apr 1, 2014

It's pretty easy to emulate cell triggers atm with polling but this isn't very ideal.

@obrakmann
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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.

@Mailaender
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BTW, if anyone knows of images like the ones mentioned above, but for Red Alert, a link would be welcome.

#4989 (comment)

See also http://planetcnc.gamespy.com/static2e35.html?page=TiberianDawnMaps which has screenshots however without locations of waypoints and triggers.

@foulowl
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foulowl commented Apr 3, 2014

Wow, this is awesome. Keep up the good work folks!

@obrakmann obrakmann changed the title Add C&C:TD campaign Add C&C:TD campaign [$15] Apr 3, 2014
@DanAE111
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DanAE111 commented May 15, 2014

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.

@obrakmann
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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.

@DanAE111
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Actually I was told by nyerguds, that he believes (ifhrc) that one time
unit if played on normal speed is 1 minute

I'm just saying we should try to make sure everything feels right e.g
playing one mission and getting reinforcement or attack wave spams and
others that are more spaced out.

But yes I agree at this point the original is a guideline.
On Friday, May 16, 2014, obrakmann notifications@github.com wrote:

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.


Reply to this email directly or view it on GitHubhttps://github.com//issues/4988#issuecomment-43221896
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@obrakmann obrakmann changed the title Add C&C:TD campaign [$15] Add C&C:TD campaign [$20] Jul 6, 2014
@mdcutone
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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.

@obrakmann
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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!

@mdcutone
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Lol I forgot about that! Okay cool I will do that instead.

@mdcutone
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Keep getting this error when I run the map importer (OpenRA.Utility.exe) with and without arguments.

ghcmat@S550CB:~/OpenRA$ mono OpenRA.Utility.exe --map-import cnc '/home/ghcmat/OpenRA/mods/cnc/maps/gdi06/scg06ea.ini'
Ignoring unknown MaxBuilding=150 for player BadGuy
Ignoring unknown MaxUnit=150 for player BadGuy
Ignoring unknown Credits=0 for player BadGuy
Ignoring unknown Edge=North for player BadGuy
Ignoring unknown MaxBuilding=150 for player Neutral
Ignoring unknown MaxUnit=150 for player Neutral
Ignoring unknown Edge=North for player Neutral
Ignoring unknown Credits=0 for player Neutral
Error: Utility application crashed. See utility.log for details

Unhandled Exception:
System.NullReferenceException: Object reference not set to an instance of an object
at OpenRA.Map.MakeDefaultPlayers () [0x00000] in :0
at OpenRA.Utility.Command.ImportLegacyMap (System.String[] args) [0x00000] in :0
at OpenRA.Utility.Program.Main (System.String[] args) [0x00000] in :0
[ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
at OpenRA.Map.MakeDefaultPlayers () [0x00000] in :0
at OpenRA.Utility.Command.ImportLegacyMap (System.String[] args) [0x00000] in :0
at OpenRA.Utility.Program.Main (System.String[] args) [0x00000] in :0

ghcmat@S550CB:~/OpenRA$ mono OpenRA.Utility.exe --map-import
Error: Utility application crashed. See utility.log for details

Unhandled Exception:
System.IndexOutOfRangeException: Array index is out of range.
at OpenRA.Utility.Command.ImportLegacyMap (System.String[] args) [0x00000] in :0
at OpenRA.Utility.Program.Main (System.String[] args) [0x00000] in :0
[ERROR] FATAL UNHANDLED EXCEPTION: System.IndexOutOfRangeException: Array index is out of range.
at OpenRA.Utility.Command.ImportLegacyMap (System.String[] args) [0x00000] in :0
at OpenRA.Utility.Program.Main (System.String[] args) [0x00000] in :0

If it's a bug I'll make a new ticket.

@Mailaender
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https://github.com/OpenRA/OpenRA/wiki/Map-scripting has some details.

@Nineeva
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Nineeva commented Oct 9, 2016

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.

@Mailaender
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Mailaender commented Oct 9, 2016

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.

@Mailaender Mailaender removed the Bounty label Nov 10, 2016
@Mailaender Mailaender changed the title Add C&C:TD campaign [$118] Add C&C:TD campaign Nov 10, 2016
@ghost
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ghost commented Sep 17, 2017

@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.

@ghost
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ghost commented Dec 1, 2018

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.

@Nineeva
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Nineeva commented Mar 8, 2019

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.

@pchote
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pchote commented Mar 8, 2019

@Nineeva OpenRA.Utility has an --import-td-map command, you don't need to create the map tiles from scratch!

@Nineeva
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Nineeva commented Mar 8, 2019

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.

@Nineeva
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Nineeva commented Mar 11, 2019

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?

@dragunoff
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@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/)

@fruestueck
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fruestueck commented Jul 19, 2019

WIP on scg09ea

Edit: A nother helpful link: Tiberian_Dawn_Mission_Manual

@fruestueck fruestueck mentioned this issue Jul 28, 2019
@fruestueck
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WIP on scg08ea

@fruestueck
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fruestueck commented Sep 15, 2019

WIP on scg08eb

@pchote
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pchote commented Jun 17, 2020

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!

If no Solution is accepted within two years after a Bounty is posted, then the Bounty will be withdrawn and the amount posted for the Bounty will be retained by Bountysource. For Bounties posted before June 30, 2018, the Backer may redeploy their Bounty to a new Issue by contacting support@bountysource.com before July 1, 2020. If the Backer does not redeploy their Bounty by the deadline, the Bounty will be withdrawn and the amount posted for the Bounty will be retained by Bountysource.

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.

@reaperrr
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WIP on scg08eb

I've picked up @fruestueck's WIP branch for this and am working on scg05eb as well, to get rid of the gaps.
List updated accordingly.

@fruestueck
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WIP on scg08eb

I've picked up @fruestueck's WIP branch for this and am working on scg05eb as well, to get rid of the gaps.
List updated accordingly.

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.
Thanks for picking it up! Keep up the good work! : )

@NickAragua
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I've started working on scg10ea (GDI Mission 10).

@abcdefg30
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Assigned you to the mission in the table.

@YAmismo
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YAmismo commented Feb 7, 2023

Hi, i've been porting Nod Covert Operations mission, Eviction Notice, scb30ea. How should i send it to you? Im new in github.

@penev92
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penev92 commented Feb 9, 2023

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

@dtluna
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dtluna commented Feb 19, 2023

I've started working on Nod 11a (scb11ea) https://github.com/dtluna/OpenRA/tree/nod-campaign-11a

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