OpenRA / ra2

A Red Alert 2 mod for the OpenRA game engine
GNU General Public License v3.0
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Update engine to playtest 20201213 #764

Closed kienanstewart closed 2 years ago

kienanstewart commented 3 years ago

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:

kienanstewart commented 3 years ago

A few things that I've yet to fix:

abcdefg30 commented 3 years ago

We'll also need to add the upstream ModSDK changes once they are merged.

kienanstewart commented 3 years ago

@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

pgwipeout commented 3 years ago

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.

kienanstewart commented 3 years ago

Yeh, I had to fix launch-game.sh, but I haven't repeated it with the launch-game.cmd script yet

pgwipeout commented 3 years ago

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.

kienanstewart commented 3 years ago

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.

pgwipeout commented 3 years ago

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.

kienanstewart commented 3 years ago

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

Mailaender commented 3 years ago

Putting configuration files in the .github folder is enough. Sadly we can't test it until this pull request is merged.

LinuxDonald commented 3 years ago

@MustaphaTR could you maybe merge it?

abcdefg30 commented 3 years ago

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.

MustaphaTR commented 3 years ago

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.

Mailaender commented 3 years ago

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.

abcdefg30 commented 2 years ago

Closing as superseded by #778. Thanks for the effort, though.