OpenRA / raclassic

RA Classic mod for OpenRA
GNU General Public License v3.0
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TODO List #1

Open cjshmyr opened 6 years ago

cjshmyr commented 6 years ago

These are high-level, and even if checked off it's probably not 100%. Can be broken up if work's done in smaller chunks, and stuff's definitely missing. Use ref/rules.ini as a reference! A few may have been committed without a PR on accident.

Mod

Factions

Tech tree

Game

Structures

Walls

Units

Weapons

Superpowers

OpenRA RA Mod leftovers

UI

Cleanup

Fixes from upstream

MustaphaTR commented 6 years ago

Do we wanna change default value of FoW to off?

cjshmyr commented 6 years ago

My vote would be off but can be swayed, what do you guys think?

Definitely leave the setting there though regardless.

ghost commented 6 years ago

With aircraft having no vision they'd be flying around blind under the fog. So unless we give the aircraft some vision, I think this needs to be turned off by default.

MustaphaTR commented 6 years ago

I wanna ask some other things about removing things original didn't have:

cjshmyr commented 6 years ago

1&2: Fine with being removed. 3: Can this be treated as a quality of life improvement? 4: Not a huge fan of keeping the original's behavior on this one. I think there's a few features we should treat/note as QOL improvements. Edit: Indifferent after thinking about it, could be nice to support both but would want to discuss implementation of the original in any case first.

ghost commented 6 years ago

Anyone recall how RevealOnFire was setup? I know for sure the defense structures & long range units had it, but can't seem to recall seeing it on infantry or tanks. Also the trait's default value of 25 ticks seems way too fast from what I remember.

cjshmyr commented 6 years ago

@FrameLimiter @MustaphaTR moving this repository to the OpenRA organization.

MustaphaTR commented 6 years ago

Anyone recall how RevealOnFire was setup? I know for sure the defense structures & long range units had it, but can't seem to recall seeing it on infantry or tanks.

I gave some units and gun turret 1000 range with ini editing, all seems like reveal the shroud normally. Revealed shroud don't grow back, not sure what is the case in OpenRA, tryed to test by opening 2 instances, but computer is too bad to handle it. I'm not sure what to do with fog for that.

ghost commented 6 years ago

Some things I'm unclear on translating from the Rules.ini to OpenRA: ∙Projectile speeds ∙Unit speeds ∙Splash radiuses (Rules.ini uses 0, 1, 3, 6, 8 for their warheads) ->Medic/Mechanic's Organic/Mechanical warhead says "0" splash. Would this indicate using a splash of 0c32 since the fallout is 4x -- equaling 0c128 [infantry hitshape size]? ->OpenRA uses 0c128 splash for rifles/tanks ect. with Rules.ini using a splash of "3". ->Artillery via rules.ini says splash of 6; does this suggest a splash of 0c256?

MustaphaTR commented 6 years ago

Do we wanna keep the way it currently is or change the unit tooltips so it uses generic name (Enemy Structure/Vehicle/Soldier) and remove OwnerRow?

GraionDilach commented 6 years ago

I think you can do the permanent prereqs thingy with d2k-akin upgrades defined as freeactor for provioding them on the respectable tech buildings.

GraionDilach commented 6 years ago

Building survivors when they're destroyed are missing from the initial list.

MustaphaTR commented 6 years ago

I already have a EmitInfantryOnDeath trait for my General's Alpha mod. It is mostly a copy paste from EmitInfantryOnSell and i don't really like it, it is not really like original.

Mailaender commented 6 years ago

Some history: there was a dormant fork at https://github.com/Iran/ClassicRA and https://github.com/OpenRA/OpenRA/pull/2633 for our early attempts to integrate it. Maybe you can learn from our failure or even re-use some stuff.

cjshmyr commented 6 years ago

Been out of commission for a few weeks, sorry folks.

@FrameLimiter - We might have to use approximations in some cases, if so we could store rules.ini -> yaml conversion values on a wiki page. @MustaphaTR - I prefer the newer tooltips for multiplayer reasons, but could go either way. @GraionDilach - Added to list, also your note about sequence inheritance for the merged civilian PR.

cjshmyr commented 6 years ago

@pchote has work down the pipeline that lets us support more lobby options, such as an Aftermath Units checkbox (e.g. ra mod's "Kill Bounties" PR).

Right now we're using the aftrmath.ini values for units but we are not enabling aftermath units. Perhaps we should enable these units by default right now, then bring in the checkbox after.

MustaphaTR commented 6 years ago

Looks like Machine Gun weapons weren't blocked by walls in original. Do we wanna change that behaviour, as it doesn't really make much sense.

cjshmyr commented 6 years ago

Yeah sounds good changing that if it doesn't make sense, pretty minor.

MustaphaTR commented 6 years ago

Hidden units as a lobby option (off by default)

What exactly are the hidden units? Volkov, chitzkoi, phase transport, helicarrier, ants?

MustaphaTR commented 6 years ago

What do we wanna do with Aircraft Husks here. They are nice visually, but as original planes died in midair, they didn't deal any crash damage, while they do here.

ghost commented 6 years ago

We could maybe just add a conditional death explosion to the aircraft so when we do "leave husks as a lobby option" we can toggle between the two behaviors. e.g. Unit Husks [x]: Aircraft shows an explosion when dying and has no husk (original) Unit Husks [√]: Aircraft shows no explosion when dying but spawns a husk. (current)

cjshmyr commented 6 years ago

I pictured hidden units as those with build icons but not actually buildable (phase transport/helicarrier), but could expand that to what you've listed?

That husk idea sounds possible once we pull the engine upgrade in.

GraionDilach commented 6 years ago

Another option is to remove the damagewarhead from the aircraft husk, leaving it in as a mere cosmetic change.

cjshmyr commented 6 years ago

Hey guys, been a while but I won't be able to dedicate time to work on raclassic. @MustaphaTR / @FrameLimiter / others, if you guys want to change the mod's direction, todo list, or merge stuff feel free.