This ticket is meant to track the development of the campaigns for the C&C:TD mod.
| Done? | Mission | Assignee | PR |
| --- | --- | --- | --- |
| โ | scg01ea | @mailaender | #4386 |
| โ | scg02ea | @mailaender | #4399 |
| โ | scg03ea | @mailaender | #4402 |
| โ | scg04ea | @obrakmann | #4899 |
| โ | scg04wa | @obrakmann | #5462 |
| โ | scg04wb | @obrakmann | #5462 |
| โ | scg05ea / scg05wa | @obrakmann | #7415 |
| | scg05eb | | |
| โ | scg05wb | @Smith00101010 | #7463 |
| โ | scg06ea | @clemty | #9550 |
| โ | scg07ea | @Mailaender | #11090 |
| | scg08ea | @fruestueck | #17085 |
| | scg08eb | @fruestueck | |
| | scg09ea | @fruestueck | #17514 |
| | scg10ea | | |
| | scg10eb | | |
| | scg11ea | | |
| | scg12ea | | |
| | scg12eb | | |
| | scg13ea | | |
| | scg14ea | | |
| | scg15ea | | |
| | scg15eb | | |
| | scg15ec | | |
| Done? | Mission | Assignee | PR |
| --- | --- | --- | --- |
| โ | scb01ea | @mailaender | #4397 |
| โ | scb02ea | @42foobar42 | #7393 |
| โ | scb02eb | @42foobar42 | #7437 |
| โ | scb03ea | @dan9550 | #4408 |
| โ | scb03eb | @dan9550 | #4428 |
| โ | scb04ea | @42foobar42 | #7534 |
| โ | scb04eb | @42foobar42 | #8048 |
| โ | scb05ea | @42foobar42 | #8087 |
| โ | scb06ea | @42foobar42 | #8123 |
| โ | scb06eb | @42foobar42 | #8199 |
| โ | scb06ec | @42foobar42 | #8250 |
| โ | scb07ea | @Biofreak1987 | #11094 |
| โ | scb07eb | @Biofreak1987 | #11235 |
| โ | scb07ec | @Biofreak1987 | #11368 |
| โ | scb08ea | @Biofreak1987 | #11280 |
| โ | scb08eb | @Biofreak1987 | #11283 |
| โ | scb09ea | @Biofreak1987 | #11306 |
| โ | scb10ea | @dtluna | #15870 |
| โ | scb10eb | @dtluna | #15902 |
| | scb11ea | @dtluna | |
| | scb11eb | | |
| | scb12ea | | |
| | scb13ea | | |
| | scb13eb | | |
| | scb13ec | | |
| Done? | Mission | Assignee | PR |
| --- | --- | --- | --- |
| โ | scj01ea | @abcdefg30 | #8085 |
| | scj02ea | | |
| | scj03ea | | |
| | scj04ea | | |
| | scj05ea | | |
| Done? | Mission | Assignee | PR |
| --- | --- | --- | --- |
| | scg21ea | | |
| | scg22ea | | |
| | scg23ea | | |
| | scg24ea | | |
| | scg25ea | | |
| | scg26ea | | |
| | scg27ea | | |
| Done? | Mission | Assignee | PR |
| --- | --- | --- | --- |
| | scb21ea | | |
| | scb22ea | | |
| | scb23ea | | |
| | scb24ea | | |
| | scb25ea | | |
| | scb26ea | | |
| | scb27ea | | |
| | scb28ea | | |
| Done? | Mission | Assignee | PR |
| --- | --- | --- | --- |
| โ | scg51ea / scg28ea | @clemty | #9118 |
| | scg29ea | | |
| Done? | Mission | Assignee | PR |
| --- | --- | --- | --- |
| | scb29ea | | |
| | scb30ea | | |
| Done? | Mission | Assignee | PR |
| --- | --- | --- | --- |
| | scg30ea | | |
| | scg31ea | | |
| | scg32ea | | |
| | scg33ea | | |
| Done? | Mission | Assignee | PR |
| --- | --- | --- | --- |
| | scb31ea | | |
| | scb32ea | | |
If you want to port a mission, please leave a comment below.
It's great that you guys are making progress on these :+1:.
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.
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.
BTW, if anyone knows of images like the ones mentioned above, but for Red Alert, a link would be welcome.
https://github.com/OpenRA/OpenRA/issues/4989#issuecomment-39307061
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
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 [email protected] 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.โ
Reply to this email directly or view it on GitHubhttps://github.com/OpenRA/OpenRA/issues/4988#issuecomment-43221896
.
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.
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 detailsUnhandled 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 detailsUnhandled 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.
New ticket please.
Students have been working on this https://scm.thm.de/openra as part of their course work.
I assume #7387 is the result of their work. (for tracking reference)
Some missions will be too hard / frustrating without a Savegame feature.
Just found this folder: http://nyerguds.arsaneus-design.com/cncstuff/mappics/ is an extensive archive with both screenshots and the original maps so you don't need to extract them with XCC Mixer.
could we also add the N64 missions? =)
Yes, but the bounty should be claimed for the PC ones. The N64 ones should be a separate issue.
On 2015-02-10, at 5:31 PM, "Guido L." [email protected] wrote:
could we also add the N64 missions? =)
ย\
Reply to this email directly or view it on GitHub.
As this is a collaborative effort the bounty claiming by a single person will be impossible anyway.
Found the N64 maps at http://nyerguds.arsaneus-design.com/cncstuff/mappics/
Hey so currently I'm doing an LP of Tiberium Dawn (http://forums.somethingawful.com/showthread.php?threadid=3696752 SA account required), and have learned a lot about how the game and missions work in order to completely tear it apart.
This is an excellent reference for mission ini files: http://nyerguds.arsaneus-design.com/cncstuff/cctxt/ccmanual.txt
This is an excellent tool for analyzing the mission files XCC Editor: http://xhp.xwis.net/utilities/
There's also CCMap http://cnc-comm.com/community/index.php?action=downloads;sa=view;down=2
I recommend using XCC Editor for general overview and CCMap for the ability to easily see linked triggers.
If you need any information or playtesting done please contact me, otherwise I'll try and finish the campaign missions left to be converted when I have some free time.
I just did some timing of triggers using a flare, 5 time units.
Normal speed 17.63 seconds 3.5 seconds per tu
Slowest speed 34.56 seconds 6.912 seconds per tu
Fastest speed 2.96 seconds 0.592 seconds per tu
I would like to work on the nod 7 and nod 8 missions, if the student project from months ago didn't cover them already .
Still working on those missions... but I've got a question about the enemy attacks.
Am I supposed to just add the original attack waves, go for a random unit production or create a mix of both?
I think it's ok change things if the overall spirit of the mission is retained - balancing is different than in the original vanilla C&C anyway. Also, if you have multiple difficulty levels you'll eventually have to change things.
At our current point of balancing changes its probably impossible to retail the original attack waves. Although i still think that the attack styles, directions, timing, etc should be maintained. Changing what units are attacking will be a necessity.
The ant missions are missing^^
@TheRaffy ants were Red Alert, this is specific to the original C&C
I would say that the remaining Funpark missions are missing.
crap, my fault. sry
Corrected.
Is orabot down? Didnt see any Update on the Bounty for a while.
See https://github.com/bountysource/core/issues/1011, but sadly @bountysource doesn't react.
This is an invalid target for bounties anyway (who should get the bounty and when will it ever be completed), but sadly we can't disable bounties on meta tickets. https://github.com/bountysource/core/issues/968
Got it, thanks for the answer.
I've also ended up working on scb09ea and will publish it in the next few days
who should get the bounty[?]
Everyone gets a percentage of the bounty according to the number of maps contributed.
and when will it ever be completed[?]
That's the huge question.
Below are the yet unlisted expansion and console missions:
The Covert Operations:
GDI:
scg21ea = Blackout
scg22ea = Hell's Fury
scg23ea = Infiltrated!
scg24ea = Elemental Imperative
scg25ea = Ground Zero
scg26ea = Twist of Fate
scg27ea = Blindsided
Nod:
scb21ea = Bad Neighborhood
scb22ea = Deceit
scb23ea = Eviction Notice
scb24ea = The Tiberium Strain
scb25ea = Cloak and Dagger
scb26ea = Hostile Takeover
scb27ea = Under Siege: C&C
scb28ea = Nod Death Squad
N64 Special Ops:
GDI:
scg28ea = GDI1 <-- Already ported as scg51ea
scg29ea = GDI2
Nod:
scb29ea = Nod1
scb30ea = Nod2
PSX Special Ops:
GDI:
scg30ea = GDI1
scg31ea = GDI2
scg32ea = GDI3
scg33ea = PATSUX
Nod:
scb31ea = Nod1
scb32ea = Nod2
Added to the opening post, thanks!
scg05wa appears to be identical with the already ported scg05ea, so I guess we could drop that one?
See my post and lets play for information, some of the gdi mission fives
are duplicates
On Sat, 28 May 2016 23:49 Biofreak1987 [email protected] wrote:
scg05wa appears to be identical with the already ported scg05ea, so I
guess we could drop that one?โ
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I've got some free time this week and will try to port the nod 10 and 11 missions.
This should cover then the nod campaign up to the point before GDI starts using the ion cannon.
If I wanted to help make one of the GDI missions, I think it's mission 10, what tools do I use to write the scripts? It's the demo level of CnC but used to be my favourite and I'd love to try to recreate it as best I can.
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 --import-td-map command, you don't need to create the map tiles from scratch!
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!
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 [email protected] 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.
Most helpful comment
@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/)