Closed kienanstewart closed 2 years ago
A few things that I've yet to fix:
Exception of typeSystem.InvalidOperationException
: Unitshad
does not have a sequence namedmuzzle
We'll also need to add the upstream ModSDK changes once they are merged.
@abcdefg30 could you elaborate a bit on the modsdk changes that are expected? thanks for bringing up that there is something to look out for
Either I'm doing something wrong, or something is squirrely here. I can't get this to run as is.
launch-game.cmd
Required engine files not found.
Run `make all` in the mod directory to fetch and build the required files, then try again.
Press any key to continue . . .
It seems OpenRA.Game.exe is not built by the engine anymore. Running the base game from the engine folder works fine.
EDIT: I see, you are running only on Linux.
Yeh, I had to fix launch-game.sh, but I haven't repeated it with the launch-game.cmd script yet
A few notes in my first run of the game. Doggos are glitchy in attacks. Missiles still fly way too slow. Mirage Tanks are trees, but not stealthed. I crashed the game when I tried to make a spy take the form of a rocketeer, because they can't fly.
A few notes in my first run of the game. Doggos are glitchy in attacks. Missiles still fly way too slow. Mirage Tanks are trees, but not stealthed. I crashed the game when I tried to make a spy take the form of a rocketeer, because they can't fly.
These seem to also be issues pre-engine upgrade, so changing the engine shouldn't address them? I don't see relevant open issues for any of them though.
A few notes in my first run of the game. Doggos are glitchy in attacks. Missiles still fly way too slow. Mirage Tanks are trees, but not stealthed. I crashed the game when I tried to make a spy take the form of a rocketeer, because they can't fly.
These seem to also be issues pre-engine upgrade, so changing the engine shouldn't address them? I don't see relevant open issues for any of them though.
I've doubled missile default flight speed and it helps. Gotta check against vanilla and tune from here. I thought they had fixed the dog attack, I'll have to go back and check. I'm looking for a fix for the Spy issue, then I'll look into the mirage tanks. I also noticed the Naval Yard (at least on Alliance side) is missing all of the shadow in the construction area.
I also noticed the Naval Yard (at least on Alliance side) is missing all of the shadow in the construction area.
The shadows look the same to me between pre-engine upgrade and post-engine upgrade. I think this might be a separate issue.
I've cleared out everything I noticed from the engine upgrade so I'll remove the 'WIP' tag so folks can look at it more. Note: during the ModSDK changes I removed the travis CI, I think the project needs to be reconfigured with the github actions instead. However, if desired I'll add back travis.yaml
Putting configuration files in the .github
folder is enough. Sadly we can't test it until this pull request is merged.
@MustaphaTR could you maybe merge it?
Sorry, I don't think merging this as-is is a good idea. We should first update the ModSDK files only, and then in a second step update the mod to use the latest release.
We should first update the ModSDK files only, and then in a second step update the mod to use the latest release.
I don't think that is a good idea, changes to SDK are tied to the changes to the engine. Unless you mean it as 2 seperate commits in the same PR. Updating them without other, regardless of the order, would break stuff.
What I do for @OpenHV is not to make huge jumps between releases, but change it in small weekly engine updates based on single commits. Even smaller steps for larger engine changes. This makes those undertakings a lot more digestible and less painful. Oftentimes you only need to go 10 commits ahead to power that latest engine feature/interface you are depending on. As a release on this mod is nowhere near in sight you can keep it on an "unstable" engine version and with @OpenRA's slow development process with huge veto powers those untagged commits can be sufficiently stable even for test releases.
Closing as superseded by #778. Thanks for the effort, though.
Hi,
there are few issues (eg. #709 and #702) that require engine updates to work properly. Given that there was a new playtest engine cut recently I figured I would try to see if I could do some of the work required.
It's not done yet - I have the code compiling, but not the game starting with content yet.
If y'all prefer not having WIP PR's, we can close this until I have something more tangible.
thanks,
TODO: